Setup: Gens
A generators tycoon: plots, 24 generator tiers, prestige, a farm, mine and lake, Essence, events and seasons.
Each player gets a plot, places generators, sells what they make and upgrades them tier by tier. At the top tier they prestige: start again with lasting bonuses. A farm, mine and lake pay XP, money and Essence, the second currency. Plots are always safe: no raids and no fighting.
We wrote our own gens plugin for this setup. It runs only on our network.
A player's first 15 minutes
/startgives a 48 by 48 plot and a starter pack: 5 tier 1 generators, a sell wand, a hoe, a pickaxe and a fishing rod. Players start with $100.- Place generators. Each makes one drop every 5 seconds and holds up to 100; a full one stops.
- Sell. Right-click a generator, or any generator with the sell wand to sell the whole plot.
/gselldoes the same. - Buy and upgrade.
/genshopsells generators (click for 1, right-click 5, shift-click 10, shift-right-click as many as you can afford) and slots. Sneak and right-click a generator to see its upgrade and price. - Stack up to 8 of the same tier on one block. Each still uses a slot.
/farmfor XP, money and a chance of Essence.- First prestige after about half an hour.
/gens opens the main menu with a "How to play" checklist.
Generators
24 tiers, from wheat to dragon egg. Each costs twice the one before and earns 1.6 times as much.
| Tier | Drop | Price | Earns |
|---|---|---|---|
| 1 | Wheat | $25 | $0.50 a second |
| 8 | Copper | $3,200 | $13.42 a second |
| 16 | Diamond | $819,200 | $576 a second |
| 24 | Dragon egg | $210 million | $24,759 a second |
- An upgrade costs 0.8 times a new generator of that tier.
- 10 slots to start, 2 more per prestige, and up to 10 more bought with money ($1,000, each one double the last).
- Generators run only while their owner is online. Coming back pays 20% of normal income for the time away, up to 24 hours.
Prestige
/prestige shows what is needed: every slot holding the highest tier (tier 8 at first), farm or
mine level 5 (up 5 each prestige, to 40), and money of 5 times the next tier's price ($32,000 the
first time).
- Resets: money, generators and bought slots. Generator items handed out before the prestige stop working, wherever they are.
- Keeps: Essence, tools, activity levels and titles.
- Gives: +25% to all sales for good, 2 more slots, 2 more tiers, a prestige crate key and a title. Plots grow at prestige 3, 6 and 9 (to 64, 80 and 96 blocks).
A copy of the player's progress is saved first. Money sent with /pay before a prestige is not
reset; watch big gifts if that becomes a problem.
Farm, mine and lake
In the hub around spawn. Crops and ores regrow for each player on their own after 20 seconds.
| Activity | Opens | What |
|---|---|---|
Farm (/farm) | at once | Wheat, then carrots (level 5), potatoes (10), beetroots (20) |
Mine (/mine) | prestige 1 | Coal up to emeralds at level 35 |
Lake (/lake) | prestige 3 | Fishing |
Levels go 1 to 40; each adds half a percent to all sales.
Essence is earned only by playing. /tools spends it on sell wands (x1.5, x2.5, x4), an
auto-collector that sells every minute (from prestige 1), enchants for the hoe, pickaxe and rod, and
plot expansions.
Plots
/plot opens the menu. /plot home, /plot visit <player>, /plot trust <player> (friends can
build; only the owner touches generators), /plot visitors on|off, /plot deny <player>,
/plot kick <player>, /plot expand, /plot info.
Others cannot build, open containers, use doors or switches, or touch animals or frames on a plot. Explosions, fire, liquids and pistons never cross a plot's edge.
Events and seasons
| Event | When | What |
|---|---|---|
| Happy hour | daily 19:00, 30 minutes | Double sell prices |
| Drop party | Monday 18:00, 20 minutes | Double drops |
| Speed rush | Tuesday 18:00, 20 minutes | Generators 1.5 times as fast |
| Tier boost | Wednesday 18:00, 10 minutes | Drops count one tier higher |
| Mixed up | Thursday 18:00, 10 minutes | Drops from random nearby tiers |
| Sell frenzy | Friday 18:00, 20 minutes | Double sell prices |
The top three earners each week win event keys. A season ends only when you end it
(/shevents season end) or set a length; a backup is saved first. At the end, progress resets,
titles stay, and everyone who played gets +5% sell value per season (up to +25%).
Crates
Daily (votes and the daily reward), event (leaderboards and events) and prestige (one key per prestige). The prestige key counts toward the 5 keys a day limit, so a player who already got 5 that day gets no prestige key. Prizes are money, Essence and generators up to tier 6.
Leaderboards
/top and hologram boards show income, prestige, best generator and activity levels for the week,
season and all time. Players can turn off the sidebar, counts, sounds and messages in
/gens settings.
Settings
Change them as Setup settings describes. The main ones:
| Group | Settings | Default |
|---|---|---|
| Income | Income multiplier (AI asks above x2), buy price multiplier | 1.0, 1.0 |
| Tiers | Price, upgrade price, drop value, item, block and speed per tier (AI asks) | the table above |
| Generators | Starting slots; drops held; per block; offline share and hours | 10; 100; 8; 20%, 24 |
| Plot | Size and growth; expansion price and count | 48 + 16; 10,000 Essence, 2 |
| Prestige | On; price; income gain; top tier first time; tiers and slots per prestige | on; 5x; 25%; 8; 2 and 2 |
| Activities | On or off; regrow time; XP and Essence multipliers | on; 20 s; 1.0 |
| Seasons | Legacy bonus and its limit | 5%, 25% |
| Trading | Tradeable tiers | up to 12 |
The plot world name and the activity areas are not your AI's to change. Files:
plugins/sh-gens/config.yml, tiers.yml and activities.yml. A tier table that breaks a rule
(prices must rise, each tier needs its own solid block, nothing may pay for itself in under 10
seconds) is not used; the last good one stays and the console says why.
Owner commands
| Command | What it does |
|---|---|
/shgens | Players, plots, generators and money paid out |
/shgens check | Checks the gens files and every placed generator |
/shgens tiers | The tier table in use |
/shgens reload | Reads the files again |
/shgens give <player> <tier> [amount] | Gives generators (logged) |
/shgens reset <player> | Resets a player's gens progress after a backup copy; asks to confirm |
/shgens zone <farm/mine/lake> <radius> | Moves an activity area to where you stand |
Fair play
- Nothing is sold for real money. Slots, wands, the auto-collector and keys are earned only.
- Generator items carry a batch number, so copies are refused and staff are told.
- Progress copies are kept in
plugins/sh-gens/backups(newest 10 per player). - Harvesting faster than 20 a second does not count and flags staff. Nobody is banned automatically. Grim only alerts staff.
- Generators above tier 12 cannot be traded.
For add-on makers
On top of the shared add-on kit, add depend: [sh-core, sh-api, sh-gens].
The gens kit (1.0.0) has a give_generator action (tier 1 to 12, amount 1 to 16),
GensService.get() for income, slots, prestige, levels and plots, registries for tiers, sell
multipliers, activities, enchants and prestige rewards, events before and after each change, and
booster slots sell, gens_drops, gens_speed, gens_tier and gens_mixed. Multipliers are
capped at 10 each and 50 in total.