Easy Tycoon Engine v2.0.0 is the biggest release since launch. The engine becomes a complete tycoon framework — economy, plot assignment, and model spawning, all built in.
What's new:
- TycoonPlot module — opt-in plot system with auto-assignment. Players join, get assigned a plot, and when they buy an upgrade the matching model clones onto their plot automatically. No more wrapping the engine to get visual feedback.
- Marker-based positioning — drop Parts named after your UpgradeIds inside each plot, and that's where the matching models spawn. Set it up in Studio, no code required.
- Spectator mode — when a server fills up, extra players keep their progress via the API and materialize when a plot opens. Oldest waiter is promoted automatically.
- Rebuild on rejoin — saved upgrade levels rebuild as models the moment a returning player gets their plot.
- Rebirth fade-out — models tween transparency to 1 over 0.5s before destroying, plus a sparkle burst at the plot center.
- Playable factory demo — bundled
.rbxlplace rebuilt with 8 plots in a 4×2 grid, 8 factory upgrades (Generator → Reactor), owner signs, and income animations (rotating fans, spinning reactor rings, pulsing furnace glow).- 7 new Config fields for tuning the plot system, with sensible defaults.
- Updated docs — full TycoonPlot API reference, plot setup walkthrough in the configuration guide, new example file, migration guide section for both plot adopters and non-adopters.
Quick start (your own game):
Code:-- 1. Set up plots in workspace.TycoonPlots/ with marker Parts named after UpgradeIds -- 2. Drop model templates in ServerStorage.TycoonModels/ named to match -- 3. In a server script: local Tycoon = require(game.ServerScriptService.EasyTycoonEngine.Tycoon) local TycoonPlot = require(game.ServerScriptService.EasyTycoonEngine.TycoonPlot) Tycoon.Init(nil) TycoonPlot.Init(Tycoon)
That's it. Buy an upgrade, see a model. Rebirth, see it fade out. Leave and rejoin, your factory comes back.
Already using v1.x?
Drop-in upgrade.Tycoon.luaandPlayerState.luaare byte-identical to v1.2.0 — the economy layer didn't change. If you wired up your own model spawning viaTycoon.OnPurchase, it keeps working. To skip the new plot system entirely, setConfig.PlotEnabled = falsein your config.
Adopting the plot system?
See the newdocs/migration-guide.mdfor a step-by-step walkthrough, orexample/example-plot-spawning.luafor a complete worked example.
Heads up on the default config: sample upgrades changed from Income1/Income2/Speed1 to a factory theme (Generator → Reactor). If you'd been relying on those sample defaults, define your own upgrades inConfig.luaafter updating (recommended for any real game anyway).
Download from your purchases page. Happy building.
Easy Tycoon Engine v1.2.0 adds two callback signals so you can run custom logic after purchases and rebirths — spawn models, play effects, unlock areas, whatever your game needs.
What's new:
Tycoon.OnPurchase:Connect(function(player, upgradeId, newLevel) end)— fires after every successful upgrade purchaseTycoon.OnRebirth:Connect(function(player, rebirthCount) end)— fires after every successful rebirth- Demo script now includes a commented example showing how to clone models from ServerStorage on purchase
Example usage:
Code:Tycoon.OnPurchase:Connect(function(player, upgradeId, newLevel) local template = game:GetService("ServerStorage"):FindFirstChild(upgradeId) if not template then return end local clone = template:Clone() clone.Parent = workspace end)
Drop-in upgrade from v1.1.0 — no migration needed. Existing code is completely unaffected.
