Simulator & tycoon kit

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Simulator and tycoon kit

A simulator or tycoon design comes with a busy HUD: a zone strip, Buy / Sell / Base buttons, boost chips, a Friend Boost line, a Rebirth panel, a Welcome Back popup, an Index and a gifting shop. These Extras make each piece really work. Switch them on, paste a few Robux ids into one file, and press Play.

What's in the kit#

SystemWhat it doesRobux ids
Zone ProgressZones in a row (Common, Rare, Epic...) that players unlock. The zone strip shows where they are and teleports them.None
TeleportsThe Buy, Sell, Base and My Plot buttons and the Worlds screen move players. Zones can cost coins or need a level.None
RebirthsReset cash for a permanent multiplier, with reward tiles.Skip Rebirth (optional)
HUD BindingsThe boost chips show every multiplier (+150%), each with a tooltip and a click action.Your VIP pass, for the VIP chip
Invite RewardsFriend Boost: +10% per friend in the server. Rewards for inviting friends.None
Collection IndexMarks every item a player finds, with rewards and Cash Boosts for full categories.None
Offline EarningsPlayers earn while away and collect it in the Welcome Back popup.Claim x3, Claim x10 (optional)
Playtime RewardsFree gifts after minutes of play.Skip All (optional)
GiftingPick a player: what you buy in the shop goes to them.Your shop's own products

Most of them need Data Saving, which comes on by itself. What Extras cost: Extras.

Set it up#

  1. Switch them on. Open your design on the UI Designer, open the Extras panel and switch on the systems you want. Change their settings if you like, then press Save settings.
  2. Export and install. Export the design (or press Add Extras if it's exported already), then put it in Studio: Send to Studio, the .rbxmx or the starter place (how).
  3. Open GameData. In Studio: ServerScriptService > BloxGame > GameData. Every system you switched on has a table in GameData.Features, starting with Enabled = true.
  4. Paste your Robux ids for the things you want to sell (below). Skip this for now if you only want to test.
  5. Press Play and open the Output window (View tab). Lines starting with [BloxGame] say what's missing.

GameData: the one file you edit#

Explorer
ServerScriptService
└── BloxGame
    ├── GameData      ModuleScript: the one file you edit
    ├── Main          Script: starts every system (leave it)
    ├── Core          the shared toolbox: saving, purchases (leave it)
    └── Services      one ModuleScript per system (RebirthsService...)
SectionWhat goes in it
CurrenciesCoins, gems...: what new players start with, and whether it shows on the player list.
ItemsEverything players can own: kind, rarity, price.
ProductsThings bought with Robux again and again: their id and what they give.
PassesThings bought with Robux once (VIP, 2x Coins): their id and perks.
CasesEggs and crates: the price and what can drop.
FeaturesOne table per system: Enabled and its settings, each with a comment.
UIHide, rename or reorder parts of your UI.
A system in GameData.Features
GameData.Features.rebirths = {
	Enabled = true, -- false = this system is off

	-- Cost of the first rebirth (a whole number from 1 up to 1e+15)
	baseCost = 10000,

	-- Show Rebirths on the player list (true or false)
	leaderstat = true,
}
  • Enabled = false switches a system off. Its saved data is kept, so switching it back on later loses nothing.
  • Keep the commas and the curly brackets { } where they are. Text goes "in quotes"; numbers and true / false don't.
  • The Extras panel on the website fills in the same settings. Once you've edited GameData in Studio, sending the design again keeps your copy.
  • Made a typo? When you press Play, Output says GameData has a mistake and gives the line number. Undo with Ctrl+Z.

Robux ids: make them in the Creator Hub#

A Robux button only works once it has a real id. Publish your game first (File > Publish to Roblox), then open create.roblox.com/dashboard/creations and click your experience.

A developer product (bought again and again)#

  1. Go to Monetization > Developer Products and press Create a Developer Product.
  2. Give it a name players will recognise ("Skip Rebirth") and a price in Robux, then save it.
  3. Copy its id: the long number shown with the product.
  4. Paste it in GameData instead of the 0: SkipRebirth = { id = 1234567890, ... }.

A game pass (bought once, kept forever)#

  1. Go to Monetization > Passes and press Create a Pass. Add an image and a name, then create it.
  2. Open the pass, turn on Item for Sale in its sales settings, set the price and save.
  3. Copy its id (the long number with the pass) and paste it into its entry in GameData.Passes.

Where each id goes#

GameData entryThe buttonSold by
Products.SkipRebirthSkip Rebirth on the Rebirth panelRebirths
Products.OfflineClaimX3Claim x3 in the Welcome Back popupOffline Earnings
Products.OfflineClaimX10Claim x10 in the Welcome Back popupOffline Earnings
Products.PlaytimeSkipAllSkip All on the Rewards screen's giftsPlaytime Rewards
Passes.VIP (your VIP pass)The VIP chip on the HUDHUD Bindings
Your shop's products (["Gem Pack"]...)The shop's Robux items, which can also be giftedRobux Products, Gifting
  • Each entry is already in GameData with id = 0 when its system is on. Paste only the number.
  • Paste each id once, in GameData. When the server starts, the ids are written into your UI's buttons, so the button and the system always use the same product.
  • Every button needs its own product: an id in two entries only works for one of them, and Output warns you.
  • The price in GameData is only what the button shows. Players pay the price set on the Creator Hub, so keep the two the same.

Test it#

  • Purchases in Studio are test purchases: no Robux are spent, and the product is still delivered, so you can test every button.
  • Saving in Studio needs Game Settings > Security > Enable Studio Access to API Services (more).
  • Invites, gifts to players in other servers and game passes only fully work in the published game. Test those in a live server.

Troubleshooting#

  • Nothing happens at all: ServerScriptService > BloxGame > Main must be Enabled, the system must have Enabled = true, and it must have been switched on before you exported. Not in GameData.Features? Switch it on on the website and install again.
  • The button says it isn't for sale yet: its id in GameData is still 0. Output says so too, for example Products["SkipRebirth"].id is 0: buying it won't work until you paste its id.
  • The purchase prompt appears but nothing is granted: the product id doesn't match what the system sells. Output says no blueprint product with productId .... Check that the id is in the right GameData entry (Skip Rebirth's in SkipRebirth, not in OfflineClaimX3), and that the system selling it has Enabled = true. Also make sure no other script sets MarketplaceService.ProcessReceipt.
  • Output says product ... is already sold by "rebirths": you gave two things the same id. Make a separate product for each.
  • Output says GameData has a mistake: a missing comma, bracket or quote. Undo your last change, or look at the line number above the message.
  • Still stuck? See A purchase goes through but the player gets nothing.

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