Skip to content

Tycoon Droppers and Buttons

By the end of this page you will have a working tycoon plot: a dropper that spawns cash parts, a conveyor that carries them, a collector that pays you for each one, and a purchase button that unlocks the next dropper once you can afford it.

Time: 40 to 60 minutes.

Cost: about six messages. Build messages are charged by how much work each one takes rather than a flat rate, with a minimum of 0.1 credits per message — the credits pill in the dashboard header shows your balance.

You need: Roblox Studio open on a place you can edit, and the Revix plugin connected — the pill at the top of the dashboard should show your game's name with a green dot. If it does not, start with Setup.

What you're building

The tycoon loop is three objects in a line. A dropper spawns a small part every few seconds. A conveyor pushes it along. A collector touches it, pays the plot owner and destroys it. Everything else in a tycoon — buttons, upgrades, walls, a second floor — is that same loop repeated and unlocked in an order you choose.

The single most important rule in this whole page is that the collector must destroy the cash parts. A dropper with no collector, or a collector that pays but forgets to clean up, fills your server with thousands of parts and kills it after about ten minutes.

Done looks like this: you press Play, watch parts drop and slide into the collector, watch your Cash climb on the leaderboard, walk onto a purchase pad and see a second dropper appear.


Step 1 — Build the plot

text
Build a tycoon plot in Workspace inside a folder called Plot1. A 120 x 120 stud floor with a low wall around three sides and an open front, a SpawnLocation just outside the open side, and a flat concrete slab in the middle 40 x 20 studs where the machines will go. Add a sign on the back wall reading PLOT 1. Anchor everything and use two or three different materials so it does not look like one grey box.

What happens. A checklist appears and parts land in the viewport as it works. Revix builds in passes — the big volumes first, then surfaces, then detail — so a plot that looks bare for the first few steps usually is not finished yet.

Check it worked. Press Play. You should spawn just outside the plot facing into it, standing on the ground rather than falling.

Step 2 — Add the currency

text
Add a Cash leaderstat to my game that shows on the in-game leaderboard, starts at 0, and saves with a DataStore so it comes back when a player rejoins. Save when the player leaves and again on server shutdown, with retries. Never overwrite a loaded value with 0 if the load failed. Also give each player ownership of Plot1 when they join, stored as an attribute on the plot rather than in a global variable.

What happens. All of this lands in ServerScriptService, because a player's money must be owned by the server. Storing the owner as an attribute on the plot is what lets every machine later work out who to pay without any of them talking to each other.

Check it worked. Press Play. The top-right leaderboard should read Cash 0.

Step 3 — Build the dropper, conveyor and collector

text
On the concrete slab in Plot1, build the first tycoon machine as three connected pieces. A dropper: a raised metal box that clones a small glowing cash part every 2 seconds directly below itself. A conveyor: a dark 20 stud belt under the dropper that pushes parts along it towards the collector. A collector: a lit intake box at the end of the belt that, when a cash part touches it, adds 5 Cash to the plot owner and destroys the part immediately.

Tag every cash part with the plot owner so a part from one plot can never pay another. Cap the number of live cash parts at 60 as a backstop. Put all the timings and payouts in a config module.

What happens. The parts and the server script that drives them get built together. The "destroys the part immediately" line and the live-part cap are not decoration — write them into the prompt every time you add a dropper.

Check it worked. Press Play and watch the slab. Parts should appear under the dropper, slide along the belt, disappear into the collector, and Cash should climb by 5 each time. If parts pile up on the belt instead of moving, jump to the fixes.

Step 4 — Add the purchase button

text
Add a purchase pad in front of the empty space next to the first machine. It is a small square pad with a floating sign above it reading DROPPER 2 - 250 CASH. When the plot owner stands on it and has 250 Cash or more, take 250 from them, hide the pad, and reveal a second dropper, belt section and collector feeding the same plot.

Keep the unbuilt second machine in a hidden folder in ServerStorage and move it into the plot when it is bought, so players cannot see it or touch it before then. Only the plot owner can trigger the pad, and the affordability check happens on the server.

What happens. Revix builds the second machine, parks it out of sight, and wires the pad to move it in. Everything about the purchase is decided server-side, because a purchase pad that trusts the player's computer is a free money button for anyone with an exploit.

Check it worked. Press Play, let Cash reach 250, then stand on the pad. The sign and pad should vanish and a second dropper should appear and start producing. Stand on the spot where the pad used to be — nothing should happen a second time.

Step 5 — Chain more buttons

text
Add three more purchase pads to Plot1, each one hidden until the pad before it has been bought: DROPPER 3 for 800 cash, a CONVEYOR UPGRADE for 1500 cash that doubles the belt speed, and a COLLECTOR UPGRADE for 4000 cash that pays 15 per part instead of 5.

Drive the whole chain off one list in the config module: pad name, price, what it unlocks, and which pad it depends on. I want to add a fifth by adding one line to that list.

What happens. This is the step that turns a demo into a tycoon. Asking for the chain to be driven off a single list, rather than four copies of the same script, is what makes the next twenty buttons cheap to add.

Check it worked. Press Play and buy in order. Pad 3 should only appear after pad 2 is bought. Then ask:

text
Show me the config module that drives the purchase pads, and explain in plain English what I need to change to add a fifth pad.

Step 6 — Save progress and prove the money logic

text
Save which purchase pads each player has already bought alongside their Cash, and rebuild their plot to match when they rejoin so they do not start over. Then write and run a test that checks: buying a pad you cannot afford takes nothing and unlocks nothing, buying the same pad twice only charges once, and a cash part is always destroyed after it pays.

What happens. Revix can write a Luau test, run it in your place and report each check as a pass or a fail with the failures named. Anything that only happens for a live player it cannot prove from edit mode, and it will tell you which parts those were rather than implying it checked everything.

Check it worked. Press Play, buy two pads, stop, press Play again. Both machines should already be there and running, and your Cash should be exactly where you left it.


Make it yours

text
Add a wall and roof section that appears once all four droppers are bought, so the plot turns into a proper building.
text
Give each player their own plot: build four identical plots in a row and assign a free one to each player when they join, releasing it when they leave.
text
Add a rebirth pad that resets Cash and all purchases but permanently multiplies every payout by 1.5, with a Rebirths leaderstat.
text
Make the cash parts different colours and values depending on which dropper made them, with the rarer ones glowing.
text
Add a HUD showing cash per second and how much the next locked pad costs, updating live.

If something goes wrong

Cash parts pile up on the belt instead of moving.

text
The cash parts sit still on the conveyor instead of sliding. Check that the belt is anchored and is actually driving the parts along its own facing direction, then fix it.

The server gets slower and slower the longer you play.

text
The game slows down after a few minutes of tycoon running. Check that every cash part is destroyed after it pays, that nothing is left behind when a collector misses one, and add a hard cap on live cash parts.

Standing on a pad does nothing.

text
Standing on the DROPPER 2 pad does nothing even with 500 cash. Read the output window, find whether the owner check or the touch handler is failing, name the cause in one sentence, then fix only that.

You get paid by somebody else's dropper.

text
Cash from another plot is paying into mine. Make every cash part carry the plot owner and have each collector ignore any part that is not tagged for its own plot.

Purchases are gone after a rejoin.

text
My bought pads are gone after rejoining in Studio. Tell me exactly what I need to switch on in Studio for saving to work, then read the output window and fix any errors you find.

The build stopped before it finished. A card reading "That one stopped early" appears with a Keep going button. Press it, or type continue. Nothing already built is undone.

Next