Definitions
A few fundamental definitions for understanding the basics.
Basic Skygen
A Minecraft world or server built around renewable generators on a singular platform, typically with open plots or admin operated shops.
Auto Skygen
A huge step from basic skygens. Allows the user to play the world without any operator influence, and a lot more customizability. Usually implements the first versions of currency. Includes things such as player-bought shops, egg gens, and sell pads.
Advanced Skygen
A skygen in which its only goal is to hold as many revolutionary features as possible. You can often find scorechains, score transfers, auto plots, autominers, and/or teleport menus
Add-on Skygen
A skygen that hold its logic in a file, instead of command blocks (boo). Can be any three of the types of skygens above.
Egg Gen
A player-placeable generator installation system. A specially named spawn egg creates an entity; command logic recognizes that entity, clones a prepared generator command block to its location, then removes the installer entity.
Objective
A named scoreboard value created with the scoreboard command. Objectives can store values such as money, kills, deaths, time, or progression state.
Selector
A command target such as @a, @e, @p, or @s, optionally filtered with arguments.
Example: @e[type=bat,name="dirtgen"]
Scorechain
Skygen.live's chained-scoreboard system for representing values larger than one normal scoreboard objective conveniently handles. It splits a value across base-1000 tiers such as ones, thousands, millions, and billions.
Actionbar
The text area displayed above the player's hotbar. Skygens often use it as a compact personal scoreboard or HUD.