EcoTale Income Tutorial: Reward Players for Playing on Your Hytale Server
EcoTale Income tutorial for Hytale servers. Set up passive income from mob kills, mining, woodcutting, and farming with level scaling and anti-farm protection.
Most economy setups on Hytale servers give players money through shops or admin commands. EcoTale Income takes a different approach: players earn currency automatically by doing what they're already doing. Kill mobs, mine ores, chop trees, harvest crops, and the money trickles into their balance in the background.
It sounds simple, but the mod has a lot of depth. There's RPG level scaling, VIP multipliers, depth bonuses for deep mining, anti-farm protection to stop exploits, and support for custom modded blocks. This guide covers how to set it all up and tune it for your server.
You can download EcoTale Income from CurseForge.
Contents
- Installation & Requirements
- Commands
- Mob Kill Rewards
- Ore Mining & Depth Bonus
- Woodcutting
- Farming
- RPG Level Scaling
- VIP Multipliers
- Anti-Farm Protection
- Custom Blocks (Modded Content)
- Economy Providers
- The EcoTale Ecosystem
- Configuration Reference
- Get Your Server Listed
Installation & Requirements
Drop EcoTaleIncome-1.1.0.jar into your server's mods folder alongside its dependencies and restart. The config file is generated automatically at mods/com.crystalrealm_EcoTaleIncome/EcoTaleIncome.json.
You'll need at least one economy mod and one levelling mod installed:
| Dependency | Purpose |
|---|---|
| Ecotale (1.0.0+) or EconomyAPI (1.4.5+) | Handles the actual currency and balances |
| RPG Leveling (0.2.0+), MMO Skill Tree (0.11.2+), or Endless Leveling (5.13+) | Provides player levels for the level-scaling system |
All income modules (mobs, mining, woodcutting, farming) are enabled by default with balanced reward values, so it works out of the box.
Commands
| Command | What It Does |
|---|---|
/income |
Shows your current status and balance |
/income info |
Plugin info and which modules are active |
/income stats |
Your personal reward statistics |
/income stats [Player] |
View another player's stats |
/income reload |
Hot-reload the config (no restart needed) |
/income debug |
Toggle debug logging |
/income lang [code] |
Switch language (en, ru, pt-br, fr, de, es) |
/income help |
Command reference |
Mob Kill Rewards
Mob rewards are split into seven tiers. Each kill pays out a random amount within the tier's range. The idea is that harder mobs pay more, scaling all the way from small critters up to world bosses.
| Tier | Reward Range | Examples |
|---|---|---|
| Critter | 0.5 – 1.5 | Small animals |
| Passive | 1.0 – 3.0 | Cows, sheep |
| Hostile | 3.0 – 8.0 | Zombies, skeletons |
| Elite | 8.0 – 15.0 | Elite mobs |
| Miniboss | 15.0 – 30.0 | Mini-bosses |
| Boss | 30.0 – 75.0 | Bosses |
| World Boss | 75.0 – 200.0 | World bosses |
You can also set per-entity overrides in the config for specific mobs. For example, if you want a Fire Dragon to pay 150–300 coins regardless of its tier, you can configure that individually.
Ore Mining & Depth Bonus
Mining rewards cover 12 ore types, from Copper (0.5–1.5 coins) up to Diamond (12–25 coins). The standout feature here is the depth bonus: mining deeper pays more.
By default, you earn +0.5% per block below Y=64, capping at +50%. So mining Diamond at bedrock level could earn you up to 37.5 coins instead of 25. This naturally encourages players to explore deeper rather than strip-mining the surface.
The mod also tracks player-placed blocks. If someone places an ore block and then mines it, they don't get a reward. This is on by default (DenyPlayerPlacedBlocks: true) and prevents the most obvious income exploit. Placed-block positions are remembered for 30 minutes before expiring.
Woodcutting
18+ tree types are supported, ranging from Softwood (0.3–0.8 coins) to Ebony (1.0–2.0 coins). Rarer wood types pay more, which gives players an incentive to explore different biomes rather than farming the nearest forest.
Farming
15 crop types are covered, from Wheat (0.3–0.8 coins) to Herb (1.0–2.5 coins). The harvest method is configurable: you can set it to F-key, left-click, or both, depending on how your server handles crop harvesting.
Farming rewards are generally lower per action than mining or mob kills, but they're consistent and easy to scale up with larger farms. The anti-farm system (covered below) prevents this from getting out of hand.
RPG Level Scaling
If you're running an RPG levelling mod (RPG Leveling, MMO Skill Tree, or Endless Leveling), EcoTale Income can scale mob rewards based on the level difference between the player and the mob. This stops high-level players from farming low-level mobs for easy money.
| Level Difference | Multiplier |
|---|---|
| Mob 15+ levels below player | ×0.10 (almost nothing) |
| Within ±4 levels | ×1.00 (full reward) |
| Mob 15+ levels above player | ×2.00 (double reward) |
The scaling is gradual between these points, so a mob 5 levels above you pays a bit more, and a mob 10 levels below pays noticeably less. It keeps the economy healthy as players progress.
VIP Multipliers
You can give VIP or donator ranks a passive income boost through permissions. Two tiers are available by default:
| Tier | Multiplier |
|---|---|
| VIP (×1.25) | 25% more income from all sources |
| VIP+ (×1.50) | 50% more income from all sources |
This is a good non-gameplay-breaking perk for donator ranks. It doesn't give them access to anything other players can't do, it just makes their existing activities slightly more rewarding.
Anti-Farm Protection
The anti-farm system prevents players from exploiting the income system. There are several layers of protection, all enabled by default:
| Protection | Default | What It Does |
|---|---|---|
| Max rewards per minute | 60 | Hard cap on how many rewards a player can earn per minute |
| Same-block cooldown | 500ms | Prevents rapid-fire rewards from the same position |
| Diminishing returns | 25 kills in 2 min | After 25 kills within a 2-minute window, rewards drop to ×0.10 |
| Placed-block denial | On (30 min memory) | Blocks placed by players don't give income when mined |
The diminishing returns system is the most important one for mob farms. If someone builds a mob grinder, they'll earn normally for the first 25 kills, then income drops to 10% until the 2-minute window resets. This doesn't stop mob farms from working, but it removes the incentive to AFK at one for hours.
Custom Blocks (Modded Content)
If you're running other mods that add custom ores, trees, or crops, you can add income rewards for them in the CustomBlocks section of the config:
"CustomBlocks": {
"my_custom_ore": { "Min": 2.0, "Max": 5.0, "Category": "ore" },
"my_custom_tree": { "Min": 0.5, "Max": 1.5, "Category": "wood" }
}
The category determines which module handles the block (ore, wood, or crop), so depth bonuses apply to custom ores and the correct anti-farm rules kick in. After adding custom blocks, run /income reload to apply changes without restarting.
Economy Providers
EcoTale Income uses Ecotale as its default economy provider, but it supports any economy mod through its API. There are three ways to connect an economy:
Ecotale (default): Just install Ecotale alongside EcoTale Income. No extra config needed.
Generic adapter: If you're using a different economy mod and don't want to write code, set "EconomyProvider": "generic" in the config and fill in the class name and method names. The mod auto-detects method signatures.
Custom API: Developers can implement the EconomyProvider interface and register it with EcoTaleIncomeAPI.registerEconomyProvider("key", provider). Players then set the provider key in config.
The EcoTale Ecosystem
EcoTale Income is part of a family of economy mods from CrystalRealm. If you want a complete economic game loop, consider running all three alongside Ecotale:
| Mod | What It Does |
|---|---|
| EcoTale Income | Earn currency through gameplay (this mod) |
| EcoTale Banking | Banking system with deposits, loans, and credit scores |
| EcoTale Quests | Daily and weekly quests with currency rewards |
Together they create an earn, save, and complete goals loop that gives players long-term progression beyond just accumulating a balance.
Configuration Reference
The full config lives at mods/com.crystalrealm_EcoTaleIncome/EcoTaleIncome.json. Here are the general settings worth knowing about:
| Setting | Default | What It Does |
|---|---|---|
RoundToWholeNumbers |
false |
Round all payouts to whole numbers (6.57 becomes 7) |
EconomyProvider |
"ecotale" |
Which economy backend to use |
NotifyOnReward |
true |
Show chat messages when players earn income |
DebugMode |
false |
Verbose logging for troubleshooting |
The NotifyOnReward setting is worth thinking about. With it on, players see a chat message every time they earn income, which is nice for awareness but can get spammy during heavy gameplay. Some server owners prefer to turn it off and let players check their stats with /income stats instead.
All config changes can be applied with /income reload, so you don't need to restart your server to experiment with values.
Get Your Server Listed
A passive income system like EcoTale Income makes every gameplay session feel rewarding. Players earn currency just by playing, which feeds into your shop, auction house, and whatever other economic systems you've built. It's the kind of feature that keeps people engaged.
List your server with us to get it seen by players searching for Hytale servers. Our Hytale server list helps players find the best Hytale servers and top Hytale servers in one place. It's free and only takes a couple of minutes.
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