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Mutations & Events Configuration

This section covers how to manage item Mutations and configure global server-wide Events that temporarily alter their drop rates.

1. Mutation Configuration

Mutations are unique modifiers applied to items, altering their base income and visual look.

Path: ReplicatedStorage > Shared > Config > MutationConfig

Adding a New Mutation

To create a new mutation, open the script and add a new dictionary entry inside the table with its multiplier, color gradient, and display order.

  • Mult: The income multiplier applied to the item when it has this mutation (e.g., 1.5 means $+50%$ income).
  • Color: The ColorSequence gradient used in the UI text or effects for this mutation.
  • Order: Lower numbers mean this mutation will be prioritized or displayed first in UI sorting.

Example:

lua
Gold = {
    Mult = 1.5,
    Color = ColorSequence.new({
        ColorSequenceKeypoint.new(0, Color3.fromHex("fbfe62")),
        ColorSequenceKeypoint.new(1, Color3.fromHex("ffa50a"))
    }),
    Order = 3,
},

Visual Asset Reminder

Don't forget that whenever you create a mutation, you must place the corresponding item models into their specific mutation folder under ReplicatedStorage > Assets > Items.

2. Server Events Configuration

Events are global server-wide occurrences (like weather changes) that temporarily alter mutation drop rates.

Path: All event modules are located as children of ReplicatedStorage > Shared > Config > MutationConfig > Events

Event Properties Breakdown

Every event module must follow the exact same structure and return a table containing these parameters:

  • Display: The public name or message displayed at the bottom of the screen during the event.
  • Icon: The asset image ID (rbxassetid://...) shown in the bottom HUD.
  • Mutations: A custom rate table determining the drop probability of specific mutations. It uses Reversed Numbers logic (See Dice Configuration Section 3 for full details).
  • Duration: How long the event lasts, written in seconds (e.g., 120 = 2 minutes).
  • MutateChance: The baseline chance to trigger any mutation every time a player rolls an item. This uses a decimal scale from 0 to 1 (e.g., 0.1 = 10% chance, 0.5 = 50% chance).
  • Admin: A boolean (true/false). If set to true, this event will never trigger naturally and can only be started manually by an admin.
  • Chance: The chance of this event.

Configuration Template

Example:

lua
return {
    Display = "All Weather",
    Icon = "rbxassetid://91333013445699",

    Mutations = {
        Gold = 1,     -- Most commn item in this table
        Diamond = 4,
        Lava = 7,
        Galaxy = 10,  -- Rarest item in this table
    },

    Duration = 120,      -- 2 minutes
    MutateChance = 0.1,  -- 10% chance to roll a mutation

    Admin = false,       -- Can trigger randomly
    Chance = 50,
}