solar farms
more annual sunshine means higher output. deserts often outperform cloudy regions per panel; seasons and cloud cover still matter.
best: sunny, open landbuild a town. make a living. shape the world.
earthrp is an earth-scale roleplay world built with custom hytale world generation. the planet is recreated at 1:250 scale, with terrain, coastlines, mountains, rivers, lakes, and biomes inspired by real-world geography.
explore the land, build where you belong, trade in gold, establish towns, and join with other settlements to form countries. the world grows through the decisions players make. earthrp is also designing regional industries, energy businesses, and transport contracts that give each settlement an economic purpose.
you only need hytale and the server address. from there, the entire world is open to explore.
open hytale multiplayer and connect to earthrp using the address below.
play.earthrp.netpress m in game to see the earth map and plan where to explore.
mine for gold across the world to build your wealth. respect other players’ claimed land.
protect your land, invite friends, and grow from a single settlement to a country.
you can always mine gold yourself. mining remains a direct, worldwide way to earn the main currency, even if you don't own land or join a town. jobs, businesses, trade, and land-based energy production are additional ways to earn gold—not replacements for mining.
mining gold is part of the planned core experience; mine only where you have permission. the exact gold-to-balance conversion and ore distribution are not finalized. the settlement prices below are proposed launch targets, not confirmed live rates. industries, npc purchasing, shipping contracts, and energy payments below are proposed systems—not active server features.
mining gold stays available to everyone. beyond that, you can work as a lumberjack, fisher, miner, farmer, winemaker, energy producer, merchant, or courier. build a business—or take individual jobs—and earn additional gold by supplying real demand.
| industry | where it works | what you sell |
|---|---|---|
| lumber | forested regions | logs, planks, processed timber |
| fishing | coasts, lakes & rivers | fish, preserved seafood |
| mining | gold access worldwide; specialized ores by geology | gold, stone, specialist ore & construction minerals |
| agriculture | fertile soil & suitable climate | crops, flour, food |
| vineyards | appropriate growing regions | grapes, bottled vineyard goods |
| solar | most regions; stronger in sunny locations | electricity credits |
| wind | most regions; stronger in windy locations | electricity credits |
| hydro | viable rivers, water flow & elevation | electricity credits |
| transport | any connected settlement | delivery services |
geographic suitability affects which industries are most profitable—not whether you can participate. you can still mine gold globally, while region-specific mineral deposits and other industries add valuable local specialties. exact ore spawning and payout rules remain to be balanced.
town halls would host visiting npc buyers and public job boards. residents could accept limited orders for goods and services, deliver what is requested, and receive real gold when the order is completed.
visit the town hall. see the item, quantity, gold payment, deadline, and any delivery conditions.
produce or acquire the goods, then bring them to the buyer. service work could include construction and deliveries.
the server verifies the contract and pays from a limited npc demand budget. high-demand goods may pay more.
deliver 64 processed timber to the town hall before the deadline.
illustrative contract, quantities, rewards, and timing—these are not final prices.
important: npc orders are limited, change with town demand, and cannot buy infinite quantities at the same price. towns can request common resources, but regional specialties encourage trade.
own an energy business that produces electricity even while you're offline. build solar panels, wind turbines, or hydro stations on claimed land. regional conditions determine how much electricity they generate, and town demand determines how much you can sell for gold.
more annual sunshine means higher output. deserts often outperform cloudy regions per panel; seasons and cloud cover still matter.
best: sunny, open landcoasts, elevated ridges, and open plains may have stronger winds. nearby terrain, turbine spacing, and local wind resource affect output.
best: windy, unobstructed sitesrivers with suitable flow and a usable drop in elevation could support hydropower. a lake alone isn't enough.
best: viable rivers & gradientsa sunny town might specialize in solar, while a windy coastal town specializes in turbines. energy is a business—not free gold generation. facilities require an initial investment, upkeep, capacity limits, and buyers. electricity credits are goods; gold remains the only main currency.
bars are conceptual examples, not estimated yields. actual values would use geographic resource data and server balancing.
any town can send or receive cargo. coastal towns could run shipping routes, while inland towns use roads, carts, or other transport networks. players accept paid delivery contracts and physically carry the goods to their destination.
the cargo can be dropped and recovered. if you lose it or miss the deadline, the contract can fail. the courier risks a posted bond rather than being charged unlimited damages; the sender's original cargo must never be duplicated.
better pay, higher risk. cargo may drop on death and the bond may be forfeited if delivery fails.
lower pay after a premium. losses can be partially covered, subject to anti-abuse rules and coverage limits.
delivery terms are displayed before acceptance. cargo is uniquely tracked, held in a secure contract system, and returned or settled by explicit rules. short recovery windows, route-independent player protections, and anti-alt-account checks would reduce scams. no one should be able to deliberately create impossible contracts.
npc orders keep the economy moving when few players are online. player-to-player trading is where EarthRP becomes a living world.
npc demand has daily limits and rotating prices. industries have meaningful operating costs. town taxes, claim upkeep, construction permits, marketplace fees, and equipment repairs provide ways for gold to leave circulation. active work should remain competitive with offline businesses.
everything in the planned economy sections is a design proposal. no energy facilities, npc job boards, shipping insurance, or custom job commands are claimed to be running on the server yet.
press m while playing to open the in-game map. you can also explore the globe from the website, look for places to settle, and browse featured landscapes.
open the globethe browser globe currently uses preview terrain and sample player positions until live server data is connected.
mine gold, complete jobs, or trade with other players to fund your settlement. use your gold to found a town, expand its territory, and eventually establish a nation.
includes your first claimed chunk
for each additional chunk
requires an existing town
found a town, claim 5 more chunks, then create a nation:
64 + (5 × 8) + 256 = 360 goldthese are earthrp's initial economy targets, not confirmed server charges. they assume one standardized spendable gold unit. the gold-item conversion and mining income still need playtesting. aim for a solo player to afford a town in about 4–8 hours of normal gameplay. no recurring claim or nation upkeep is included in this initial pricing proposal.
a town is your first step toward building a community. founding a town costs 64 gold and includes its first chunk under the proposed pricing. establish a home, invite friends, and decide who can build with you.
hytale town plugins have different commands. choose the one your server uses.
example commands · plugin not confirmed for earthrp
town territory protects what you build. each additional chunk costs 8 gold in the proposed economy; your first chunk comes with town founding. the claiming commands depend on the installed plugin.
bring your friends into your town so they can collaborate on builds and take part in its growth. only members with the right town privileges can manage invitations.
countries are represented by nations: groups of towns united under one identity. founding a nation costs 256 gold in the proposed economy and requires you to own a town. you can start with your town, then invite other town leaders to join.
keep your town organized. mayors control who can manage territory, who can interact with protected plots, and who can help run the settlement. don't grant management privileges to people you don't trust.
test changes on a small area first. town-wide permission commands and custom ranks depend on the installed plugin; some towny3d town-wide permissions are still marked as planned by its developer.
quick access to the commands for your selected guide. click any command to copy it.
no commands match your search.