Events & corrupted generators
NXGens includes two automatic engines that keep the economy alive: random events (server-wide temporary buffs) and the corruption system (malfunctions that force generator repairs).
Random events
What are they?
They are server-wide events that trigger on their own and affect every generator/sale during their duration. With events.enabled: true the engine:
- Picks an event at random from the defined event list.
- Announces it in broadcast to the whole server (optional:
events.broadcast). - Applies the effect for the event's duration.
- When it ends it disables it and schedules the next one according to its intervals (
min-interval-seconds/max-interval-seconds, between 30 and 60 min by default).
Manual control (staff)
/nxgens event info # events active right now
/nxgens event start <event> # starts an event manually
/nxgens event stop <event> # stops it earlyStarting an event manually does not unschedule the automatic engine: both keep their own cycle.
Corrupted generators
What is corruption?
With corrupted-generators active, every cycle (interval-minutes, 60 min by default) the system picks a percentage (chance-percentage, 5% by default) of active generators and leaves them corrupted (out of service):
- The corrupted generator stops producing (drops no items).
- The owner gets a warning in chat + a sound (
notify-owner: true). - Its hologram reflects the failed state.
Repair
The owner fixes the generator by paying:
- The repair price specific to its tier if they defined one in the editor…
- …or the global
default-repair-cost(50.0 by default).
Forcing a failure (staff)
To test the mechanic without waiting for the random cycle there is a dedicated admin command:
/nxgens corrupt <generator> [reason]Requires nxgens.admin.corrupt — typically used by admins for gameplay tests or admin-driven controlled decay events.
Recommended balancing
| Setting | Effect if you raise it | Effect if you lower it |
|---|---|---|
corrupted-generators.interval-minutes | Fewer failures per hour | More frequent failures |
corrupted-generators.chance-percentage | More broken generators per cycle | Fewer broken |
corrupted-generators.default-repair-cost | Repairing costs more | Cheap repairs → nearly free mechanic |
events.min/max-interval-seconds | Less frequent events | More frequent events |
The event + corruption combination is what pushes players to spread generators across chunks, upgrade collectors with multipliers and buy ranks with sell bonuses — NXGens' economic loop.
