---
title: Definitions
modified: 2026-09-29
---

# 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.
