The Problem: Wealth Gap & Passive Income
In the current Skyblock economy, older players who joined early have a huge advantage over new players. Here's why:
They have massive farms built across 20+ chunks minimum.
They use Harvester, Autominer, and Chesthopper tools to generate points and money automatically.
New players are still figuring out the server and can’t compete before the shop rotation changes.
Even with adding temporary sell boosts, the gap is simply too wide.
This creates an unfair “rich-get-richer” loop that kills long-term motivation for newer players.
The Solution: Manual Grinding + Rotation-Based Progression + Passive-Enabled Weeks
To make the game more fair and enjoyable for everyone, I suggest a full shift to a manual, grind-focused economy with better progression options.
1. Remove Automation Tools
Remove Harvester (auto farming).
Remove Autominer (auto mining).
Remove or rework Chesthopper so it only collects items, and does not auto-break crops like cactus or sugarcane.
This ensures that players progress based on their activity — not AFK setups.
2. Keep High Sell Prices
Right now, crop prices like $50 per carrot or $40 per cocoa seem high.
But with automation removed, these prices are totally fair and actually make grinding rewarding.
Instead of nerfing prices, let’s keep them high to reward active play.
3. Fix Herbalism (MCMMO)
At level 1000, Herbalism currently only regrows crops to growth stage 4.
This is not useful for crops like carrots or potatoes, which require stage 7.
Suggestion: Let Herbalism (at higher levels like 1000+) fully regrow crops to max stage.
This rewards skilled players who’ve invested time into MCMMO and supports manual farming.
4. Expand Weekly Shop Rotation Types
The rotating shop is great for keeping grinding fresh, but right now it’s mostly crop-focused. Let’s take it further by rotating entire activity types, not just individual items.
Examples of rotation themes:
Farming Week – Carrot, Potato, Beetroot, Wheat, etc.
Tree Farming Week – Cocoa Beans, Logs, Saplings, etc.
Mining Week – Iron, Gold, Diamond, Emerald, Coal, etc.
Melon/Pumpkin Week – Pumpkin, Melon, Melon Slices
Bamboo/Sugarcane Week – Bamboo, Sugarcane (manually farmed due to Chesthopper rework)
AFK Week (Mob Drops) – Rotten Flesh, Bones, Gunpowder, etc.
This week gives players a break by letting them rely on Spawner Extractors and mob grinders.
It acts as a passive progression week without removing balance.
Each week, players grind a completely different style of content. This keeps things fun and prevents burnout.
5. Add Custom Tools & Enchants for Better Grinding
To support faster grinding without making it AFK-based, introduce special tools and armor:
Tools:
Efficiency 10 or 12 Hoes, Pickaxes, and Axes
Fortune and looting 5 or 10 for better crop and ore yields
Armor & Perks:
Custom Armor Sets with:
Haste 5–10
Speed 3
Optional: Jump Boost or Saturation for smooth gameplay
Optional: Beacons
Tweak beacon upgrades to allow Haste 5 or higher, unlocked through island level
Gives late-game players more quality of life without making things automatic.
These upgrades keep grinding manual but rewarding, helping players stay efficient without breaking the balance.
6. Keep Spawner Extractor for Passive Investment
It provides a solid investment opportunity for players who want to set up mob farms.
This works well during the AFK Week, when mob drops are valuable and players can earn passively without always being online.
Benefits of This System
Fair Progression: New players can catch up with effort, not by needing machines.
Engaging Gameplay: Every week feels different — you mine, farm, chop, or fight mobs.
Rewarding Grind: High sell prices, MCMMO scaling, and custom gear make effort worth it.
Balanced Economy: No more infinite AFK farming — money and points come from actual gameplay.
Passive AFK Week: Gives a mental break without halting progression, using spawners as an investment tool.
Final Thoughts
The goal is simple: bring back the value of effort and strategy in Skyblock.
With automation removed, MCMMO fixes, high-value manual grinding, expanded rotating shop types, and passive-friendly AFK weeks — the economy becomes fair, fun, and long-term viable.
Let’s reward players for playing the game — not just for building AFK machines first.
#11954 - Status: open
1 week ago by Ha_Rsh for GameModes