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#
| System | What it does | Robux ids |
|---|---|---|
| Zone Progress | Zones in a row (Common, Rare, Epic...) that players unlock. The zone strip shows where they are and teleports them. | None |
| Teleports | The Buy, Sell, Base and My Plot buttons and the Worlds screen move players. Zones can cost coins or need a level. | None |
| Rebirths | Reset cash for a permanent multiplier, with reward tiles. | Skip Rebirth (optional) |
| HUD Bindings | The boost chips show every multiplier (+150%), each with a tooltip and a click action. | Your VIP pass, for the VIP chip |
| Invite Rewards | Friend Boost: +10% per friend in the server. Rewards for inviting friends. | None |
| Collection Index | Marks every item a player finds, with rewards and Cash Boosts for full categories. | None |
| Offline Earnings | Players earn while away and collect it in the Welcome Back popup. | Claim x3, Claim x10 (optional) |
| Playtime Rewards | Free gifts after minutes of play. | Skip All (optional) |
| Gifting | Pick 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#
- 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.
- Export and install. Export the design (or press Add Extras if it's exported already), then put it in Studio: Send to Studio, the
.rbxmxor the starter place (how). - Open GameData. In Studio: ServerScriptService > BloxGame > GameData. Every system you switched on has a table in
GameData.Features, starting withEnabled = true. - Paste your Robux ids for the things you want to sell (below). Skip this for now if you only want to test.
- 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...)| Section | What goes in it |
|---|---|
Currencies | Coins, gems...: what new players start with, and whether it shows on the player list. |
Items | Everything players can own: kind, rarity, price. |
Products | Things bought with Robux again and again: their id and what they give. |
Passes | Things bought with Robux once (VIP, 2x Coins): their id and perks. |
Cases | Eggs and crates: the price and what can drop. |
Features | One table per system: Enabled and its settings, each with a comment. |
UI | Hide, 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 = falseswitches 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 andtrue/falsedon'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 mistakeand 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)#
- Go to Monetization > Developer Products and press Create a Developer Product.
- Give it a name players will recognise ("Skip Rebirth") and a price in Robux, then save it.
- Copy its id: the long number shown with the product.
- Paste it in GameData instead of the 0:
SkipRebirth = { id = 1234567890, ... }.
A game pass (bought once, kept forever)#
- Go to Monetization > Passes and press Create a Pass. Add an image and a name, then create it.
- Open the pass, turn on Item for Sale in its sales settings, set the price and save.
- Copy its id (the long number with the pass) and paste it into its entry in
GameData.Passes.
Where each id goes#
| GameData entry | The button | Sold by |
|---|---|---|
Products.SkipRebirth | Skip Rebirth on the Rebirth panel | Rebirths |
Products.OfflineClaimX3 | Claim x3 in the Welcome Back popup | Offline Earnings |
Products.OfflineClaimX10 | Claim x10 in the Welcome Back popup | Offline Earnings |
Products.PlaytimeSkipAll | Skip All on the Rewards screen's gifts | Playtime Rewards |
Passes.VIP (your VIP pass) | The VIP chip on the HUD | HUD Bindings |
Your shop's products (["Gem Pack"]...) | The shop's Robux items, which can also be gifted | Robux Products, Gifting |
- Each entry is already in GameData with
id = 0when 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
pricein 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 inGameData.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 inSkipRebirth, not inOfflineClaimX3), and that the system selling it hasEnabled = true. Also make sure no other script setsMarketplaceService.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.