§ How to · with Forge AI
How to make a Roblox mining game (with AI)
By Sametcan Tasgiran, Founder & Developer·Published ·Updated
A Roblox mining game needs five pieces: ore nodes, pickaxe damage, ore rarity tiers, respawn timers, and smelting/sell flow. Forge AI generates all five in 1m 02s — including 6 ore types.
7 files · 230 lines · 1m 02s · 1 credit. Server-authoritative node HP, per-player ownership.
Ore nodes
Tagged Parts in the world. Each has HP, ore type, and yield. Click with pickaxe equipped to damage. Yields ore on break.
Pickaxe damage scaling
Each pickaxe has a damage stat. Stone pickaxe 1 dmg, Iron 3, Diamond 7. Higher pickaxes mine harder ores.
Ore rarity tiers
Coal (common), Iron, Gold, Diamond, Emerald, Mythril (legendary). Each has spawn weight and base sell price.
Respawn timers
Broken nodes respawn after 30-300 seconds (rarer = longer). Visual fade-in animation on respawn.
Smelting flow
Raw ore can be smelted at a furnace (8-second smelt time per piece). Smelted ingots sell for 2x raw ore price.
Pickaxe upgrades
Pickaxes purchased from shop or crafted from smelted ingots. Each tier requires the previous tier's ingot recipe.
Files Forge AI ships for this prompt
7 files · 230 lines · 1m 02s · 1 credit
ServerScriptService/MiningManager.lua
Node damage, drop, respawn timing
64 lines
ServerScriptService/SmeltingManager.lua
Furnace queue, smelt timers, ingot output
42 lines
ServerScriptService/PickaxeService.lua
Equipped pickaxe damage lookup
24 lines
ReplicatedStorage/Modules/OreConfig.lua
Per-ore HP, rarity, price, respawn time
38 lines
ReplicatedStorage/Modules/PickaxeConfig.lua
Per-pickaxe damage, cost
22 lines
ReplicatedStorage/Remotes/SwingPickaxe
Client hit → server damage
instance
StarterGui/MiningHUD.lua
Current pickaxe, ore counts, smelting queue
32 lines
Sample output: ServerScriptService/MiningManager.lua
--!strict
-- ServerScriptService/MiningManager.lua (Forge AI · excerpt)
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local OreConfig = require(ReplicatedStorage.Modules.OreConfig)
local PickaxeService = require(script.Parent.PickaxeService)
local SwingPickaxe = ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("SwingPickaxe")
local Inventory = require(script.Parent.InventoryManager)
local nodeHP: { [Part]: number } = {}
SwingPickaxe.OnServerEvent:Connect(function(player: Player, node: Part)
if not CollectionService:HasTag(node, "OreNode") then return end
local oreType = node:GetAttribute("OreType") :: string
local config = OreConfig[oreType]
if not config then return end
local pickaxeDamage = PickaxeService:getDamage(player)
if pickaxeDamage < config.minPickaxe then return end -- pickaxe too weak
nodeHP[node] = (nodeHP[node] or config.hp) - pickaxeDamage
if nodeHP[node] <= 0 then
nodeHP[node] = nil
node.Transparency = 1
node.CanCollide = false
Inventory:addItem(player, oreType, config.yield)
task.delay(config.respawnSeconds, function()
if not node.Parent then return end
node.Transparency = 0
node.CanCollide = true
end)
end
end)Building a Roblox mining game
Mining games are an evergreen Roblox genre. The pattern works because the loop — find ore, mine it, sell it, buy better pickaxe — is satisfying at every scale. New players mine coal; veterans mine mythril; both feel productive. Forge AI ships the entire loop in 1m 02s.
The Forge AI mining prompt produces a 7-file system. OreConfig.lua holds the 6 starter ore types with HP, yield, rarity, and respawn timers. PickaxeConfig.lua holds the pickaxe tier table. MiningManager runs the node damage and drop logic. The configs are decoupled from the engine, so adding a new ore is one config entry.
Node HP and pickaxe damage interact to create progression. Stone pickaxe (1 damage) mines coal (5 HP) in 5 hits but cannot dent iron (15 HP, requires 3+ damage pickaxe). Upgrading to iron pickaxe unlocks iron ore, which sells for 5x coal price, which funds the next pickaxe upgrade. The loop is self-sustaining.
The rarity tier system drives long-term play. Coal nodes are everywhere; mythril nodes are rare and only in specific zones. Players naturally migrate to higher-value zones as their pickaxe improves. Respawn timers reinforce the rarity — common ore respawns in 30 seconds, mythril in 5 minutes. This makes finding a fresh mythril node feel like a real moment.
Smelting is the value-add layer. Raw ore sells for base price; smelted ingot sells for 2x. Smelting takes 8 seconds per piece via furnace queue. Players who manage their smelting queues earn 2x as much as players who only sell raw ore. This rewards engagement without requiring constant attention.
The pickaxe upgrade path is the long-term carrot. Each tier requires more smelted ingots than the previous (stone → iron → diamond → mythril). Crafting from raw materials creates a meaningful sink for the smelted product, which keeps the smelt-and-sell loop relevant even at high levels.
See more on the Luau generator, the game builder, or browse the full blog.
Frequently asked
How do I add a new ore type?+
Add an entry to OreConfig.lua: id, displayName, hp, yield, rarity, minPickaxe (minimum pickaxe damage to mine), respawnSeconds. Tag spawning parts with 'OreNode' and set the OreType attribute.
Can different pickaxes mine different ores?+
Yes. Each ore has a minPickaxe value — stone pickaxe (damage 1) cannot mine iron (minPickaxe 3). Players progress through tiers by upgrading pickaxes from shop or crafting.
How does smelting work?+
SmeltingManager runs a queue per furnace. Player drops raw ore into the furnace UI; it processes one at a time over 8 seconds. Smelted ingots go to inventory and sell for 2x raw ore price.
What about a mining cart system?+
Easy extension: tag tracks in the world with 'MiningCart' and add a cart Tool. Cart capacity holds 50 ore. Players can mine more before walking back to sell. Forge can extend in a follow-up prompt.
How do players see what they've mined?+
MiningHUD shows current pickaxe, equipped pickaxe damage stat, count of each ore type in inventory, and active smelting queue with timers. Toggle key (M by default).
Related Forge AI prompts
Roblox inventory system
6 files · 230 lines · 56 seconds · 1 credit. 30-slot inventory + 5-slot hotbar.
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5 files · 180 lines · 47 seconds · 1 credit. Robux + in-game currency, both server-validated.
Roblox tycoon
9 files · 260 lines · 1m 04s · 1 credit. Per-player tycoon plots cloned from ReplicatedStorage.