The other mode. Same address, different world, different inventory — what you
own on HeartSMP does not come with you.
The shape of it
Three things, and they feed each other:
Generators produce income over time. They are the engine. Everything you
do early is in service of having more of them running than you had yesterday.
The grind is turning that income into the things that let you hold what
you have and take what you do not.
KoTH — king of the hill — is the contested part. A point on the map that
is worth holding, which means it is worth fighting over, which means it is
where everyone ends up.
How it differs from HeartSMP
The big one: your health bar is not a currency here. On HeartSMP, dying
costs you a heart permanently. On HeartGen, dying costs you what you were
carrying and the time to get back — bad, but recoverable in an afternoon
rather than a week.
That changes the risk calculation completely. Fights on HeartGen are cheaper,
so there are more of them, and taking one you might lose is a reasonable
thing to do.
The second difference: position matters more than survival. On HeartSMP
the safest place is the one nobody knows about. Here, income is tied to
holding things, and holding things means being findable.
Where to start
- Get one generator running.
- Get a second one before you buy anything that fights.
- Defend what you have before you take anything.
The most common way to stall out on this mode is going for the hill on day one
with nothing behind you. KoTH rewards the people who already had an income to
lose.
What is not documented here
**Generator tiers, prices, KoTH timings and reward values are not written down
officially yet**, so they are not written down here. Numbers in a forum post
outlive the version they were true for, and a wrong number is worse than no
number.
Ask on Discord — that is the fastest source, and it is the current one.