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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

  1. /start gives 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.
  2. Place generators. Each makes one drop every 5 seconds and holds up to 100; a full one stops.
  3. Sell. Right-click a generator, or any generator with the sell wand to sell the whole plot. /gsell does the same.
  4. Buy and upgrade. /genshop sells 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.
  5. Stack up to 8 of the same tier on one block. Each still uses a slot.
  6. /farm for XP, money and a chance of Essence.
  7. 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.

TierDropPriceEarns
1Wheat$25$0.50 a second
8Copper$3,200$13.42 a second
16Diamond$819,200$576 a second
24Dragon 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.

ActivityOpensWhat
Farm (/farm)at onceWheat, then carrots (level 5), potatoes (10), beetroots (20)
Mine (/mine)prestige 1Coal up to emeralds at level 35
Lake (/lake)prestige 3Fishing

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

EventWhenWhat
Happy hourdaily 19:00, 30 minutesDouble sell prices
Drop partyMonday 18:00, 20 minutesDouble drops
Speed rushTuesday 18:00, 20 minutesGenerators 1.5 times as fast
Tier boostWednesday 18:00, 10 minutesDrops count one tier higher
Mixed upThursday 18:00, 10 minutesDrops from random nearby tiers
Sell frenzyFriday 18:00, 20 minutesDouble 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:

GroupSettingsDefault
IncomeIncome multiplier (AI asks above x2), buy price multiplier1.0, 1.0
TiersPrice, upgrade price, drop value, item, block and speed per tier (AI asks)the table above
GeneratorsStarting slots; drops held; per block; offline share and hours10; 100; 8; 20%, 24
PlotSize and growth; expansion price and count48 + 16; 10,000 Essence, 2
PrestigeOn; price; income gain; top tier first time; tiers and slots per prestigeon; 5x; 25%; 8; 2 and 2
ActivitiesOn or off; regrow time; XP and Essence multiplierson; 20 s; 1.0
SeasonsLegacy bonus and its limit5%, 25%
TradingTradeable tiersup 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

CommandWhat it does
/shgensPlayers, plots, generators and money paid out
/shgens checkChecks the gens files and every placed generator
/shgens tiersThe tier table in use
/shgens reloadReads 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.