Mining Free Shop Roblox

Our Roblox Mining Simulator Codes List features all of the currently available and valid codes you can enter to gain tokens, eggs, hat crates, and coins! We'll be keeping this up-to-date with fresh codes on anything that gets added in the future. If you want to jump ahead a bit in this game, you'll want to redeem a bunch of these to make things a lot easier for you.

May 13th, 2018
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  1. local MainFrame = Instance.new('Frame')
  2. local Decoration = Instance.new('Frame')
  3. local Credits = Instance.new('TextLabel')
  4. local Wings = Instance.new('TextButton')
  5. local Mining = Instance.new('TextButton')
  6. local GrabKnifeV4 = Instance.new('TextButton')
  7. local OpenFrame = Instance.new('Frame')
  8. GameScriptGui.Parent = game.CoreGui
  9. MainFrame.Name = 'MainFrame'
  10. MainFrame.Active = true
  11. MainFrame.BackgroundColor3 = Color3.new(0.117647, 0.117647, 0.117647)
  12. MainFrame.Draggable = true
  13. MainFrame.Position = UDim2.new(0.339118838, 0, 0.0474308431, 0)
  14. MainFrame.Visible = false
  15. Tittle.Parent = MainFrame
  16. Tittle.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  17. Tittle.Size = UDim2.new(0, 564, 0, 36)
  18. Decoration.Name = 'Decoration'
  19. Decoration.BackgroundColor3 = Color3.new(0.0392157, 0.0392157, 0.0392157)
  20. Decoration.Position = UDim2.new(0, 0, 0.118421055, 0)
  21. Header.Parent = MainFrame
  22. Header.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  23. Header.Position = UDim2.new(0.0549645387, 0, 0, 0)
  24. Header.Font = Enum.Font.SciFi
  25. Header.TextColor3 = Color3.new(0.333333, 1, 1)
  26. Credits.Parent = MainFrame
  27. Credits.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  28. Credits.Position = UDim2.new(0.78014183, 0, 0.092105262, 0)
  29. Credits.Font = Enum.Font.SciFi
  30. Credits.TextColor3 = Color3.new(0.333333, 1, 1)
  31. RoExploitv60.Parent = MainFrame
  32. RoExploitv60.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  33. RoExploitv60.Position = UDim2.new(0.0283687934, 0, 0.180921048, 0)
  34. RoExploitv60.Font = Enum.Font.SciFi
  35. RoExploitv60.TextColor3 = Color3.new(0.333333, 1, 1)
  36. Wings.Parent = MainFrame
  37. Wings.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  38. Wings.Position = UDim2.new(0.553191483, 0, 0.180921048, 0)
  39. Wings.Font = Enum.Font.SciFi
  40. Wings.TextColor3 = Color3.new(0.333333, 1, 1)
  41. Goku.Parent = MainFrame
  42. Goku.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  43. Goku.Position = UDim2.new(0.0283687934, 0, 0.417763174, 0)
  44. Goku.Font = Enum.Font.SciFi
  45. Goku.TextColor3 = Color3.new(0.333333, 1, 1)
  46. Mining.Parent = MainFrame
  47. Mining.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  48. Mining.Position = UDim2.new(0.553191483, 0, 0.417763174, 0)
  49. Mining.Font = Enum.Font.SciFi
  50. Mining.TextColor3 = Color3.new(0.333333, 1, 1)
  51. KohlsAdMinv2.Parent = MainFrame
  52. KohlsAdMinv2.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  53. KohlsAdMinv2.Position = UDim2.new(0.553191483, 0, 0.674342096, 0)
  54. KohlsAdMinv2.Font = Enum.Font.SciFi
  55. KohlsAdMinv2.TextColor3 = Color3.new(0.333333, 1, 1)
  56. GrabKnifeV4.Parent = MainFrame
  57. GrabKnifeV4.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  58. GrabKnifeV4.Position = UDim2.new(0.0283687711, 0, 0.674342096, 0)
  59. GrabKnifeV4.Font = Enum.Font.SciFi
  60. GrabKnifeV4.TextColor3 = Color3.new(0.333333, 1, 1)
  61. xButton.Parent = MainFrame
  62. xButton.BackgroundColor3 = Color3.new(0.0588235, 0.0588235, 0.0588235)
  63. xButton.Size = UDim2.new(0, 31, 0, 36)
  64. xButton.Text = 'X'
  65. xButton.TextSize = 20
  66. OpenFrame.Name = 'OpenFrame'
  67. OpenFrame.BackgroundColor3 = Color3.new(0.117647, 0.117647, 0.117647)
  68. OpenFrame.Position = UDim2.new(0, 0, 0.707509875, 0)
  69. Open.Parent = OpenFrame
  70. Open.BackgroundColor3 = Color3.new(0.117647, 0.117647, 0.117647)
  71. Open.Position = UDim2.new(0, 0, 0.075000003, 0)
  72. Open.Font = Enum.Font.SciFi
  73. Open.TextColor3 = Color3.new(0.333333, 1, 1)
  74. loadstring(game:HttpGet(('https://pastebin.com/raw/5sQWSYHU'),true))()
  75. loadstring(game:HttpGet(('https://pastebin.com/raw/FWxTkFyd'),true))()
  76. loadstring(game:HttpGet(('https://pastebin.com/raw/BgcHkbXg'),true))()
  77. loadstring(game:HttpGet(('https://pastebin.com/raw/HcTy8j7m'),true))()
  78. loadstring(game:HttpGet(('https://pastebin.com/raw/gp2USAZu'),true))()
  79. loadstring(game:HttpGet(('https://pastebin.com/raw/gnea8ah2'),true))()
  80. xButton.MouseButton1Down:connect(function()
  81. MainFrame:TweenPosition(UDim2.new(0.384,0,-1,0), 'Out', 'Elastic', 3)
  82. end)
  83. Open.MouseButton1Down:connect(function()
  84. MainFrame.Visible = true
  85. MainFrame:TweenPosition(UDim2.new(0.384,0,0.377,0), 'Out', 'Elastic', 3)
RAW Paste Data

Game developers often give players the chance to purchase special abilities, avatar items, and even extra content in exchange for Robux. These in-game purchases are a great way for developers to earn Robux that can be exchanged for real life money and for players to get fun bonuses they wouldn’t have otherwise. The process of earning currency from games and products you’ve created is called monetization.

Earning Robux Outside Making Games

While this tutorial covers making Robux specifically from games you create, there are other ways of earning Robux, like creating avatar clothing, or charging to play your game with Paid Access. To find other techniques, check out the Monetization section.


The Process of Monetization

Much like selling items in a real life shop, there are different phases developers go through in order to sell customers items in a game. Developers need to decide what to sell, attract buyers, and be able to handle transactions.

Designing a Fun Game

First, it’s important to come up with a game idea that people will want to play and come back to. Players that keep coming back to a game are more likely to spend Robux on in-game purchases.

Planning to Monetize

As you design your game, plan your monetization strategy. Think about where you can include monetization techniques that feel natural and not intrusive to gameplay. Keep in mind that every game is unique so don’t just copy another’s techniques. Common ways to monetize might include selling:

  • In-game currency so players can buy furniture for a house.
  • Skins to customize characters in a competitive action game.
  • Starter packs that include a mix of in-game currency and items.

By planning a monetization strategy early in developing your game, in-game purchases will feel more naturally included rather than an afterthought. Have a diverse strategy will help you earn more by ensuring every player can find something they want and at a price they feel comfortable playing.

Implementing a Monetization Strategy

After you decide on your game’s monetization techniques, they can be created and sold in-game using Roblox marketplace services. These services handle the transactions for you.

Converting Robux using the Developer Exchange

You can use your earned Robux in other games, to purchase catalog items, or you can eventually cash out for real world money using the Developer Exchange Program.

In order to cash out, you must have an active Roblox Premium membership and be at least 13. To see the full set of guidelines, visit the Developer Exchange FAQs.

Updating your Strategy Over Time

After launching a game, successful developers continue improving and updating their monetization strategy to keep players excited and investing Robux into their game. Top earning developers add new content, have seasonal events, and hold sales. Developers also adjust prices of in-game purchases so everyone can afford to buy something.

Types of In-Game Purchases

The majority of monetization in Roblox happens in two types of transactions: one time purchases and repeatable purchases. Unlike other platforms where often need to create a lot of complex code to handle transactions, Roblox handles the transactions for you using marketplace services. This allows you to quickly set up new in-game purchases.

Marketplace Fees

While Roblox offers many tools for free, it does charge a small Marketplace Fee whenever a marketplace service is used. This helps Roblox continue to provide new features and keep online servers for your games running.


One Time Purchases

Items that can be purchased only once and are permanently owned by the player, like avatar items or access to new areas of a game, are handled with the game pass marketplace service.

Repeatable Purchases

Repeatable purchases are when a user can purchase the same item more than once, such as buying an in-game currency or temporary speed boosts. In Roblox, repeatable purchases are handled by the developer product marketplace service.

Being an Ethical Entrepreneur

In-game purchases can be beneficial for both the player and developer, but only if these purchases are designed with the player’s best interests in mind. If a player views a game as pay-to-win or buys a buggy in-game purchase, you’ll lose that player’s trust.

When in-app purchases are fun and fair, a player can trust a developer, invest time into a game, and feel comfortable making purchases. Having a long term, trusting relationship with a player is one of the best ways to ensure players continue investing Robux in a game.

To make sure that players feel that your game is fun and fair, follow these three principles whenever monetizing a game.

Respect Your Players

As players spend more time in your game, they often become invested not only in the gameplay but with the community around it. If developers try to take advantage of players, like forcing them to pay Robux to respawn, players will be resentful and leave. The will also often share their bad experiences with the community.

Be respectful of your players and don’t take advantage of them. Instead, find ways to enhance their time spent in your game, like opportunities to customize their avatar or access to more challenging areas.

Don’t Create Pay to Win Scenarios

Players should want to make in-game purchases, not need to, in order to have fun. If players can spend money to gain unfair advantages over other players, the community will become upset and fewer people will play.

When monetizing a game, the easiest purchases to add are often cosmetic, such as special effects, avatar items, and other things that don’t directly affect gameplay.

Sell Convenience, Not Power
Mining

Instead of selling purchases that give players an advantage over others, you can sell convenience instead. Convenience is anything that saves time for a player and isn’t needed to be successful in-game.

For example, in Meep City by alexnewtron, players make in-game purchases with coins, a resource earned by playing mini-games. Some players may find it convenient to buy coins instead of playing games. Because all players have the same ability to earn coins and in-game cosmetic purchases don’t impact others, these in-game purchases are fair to everyone.


Provide Good Content

Players should never regret making an in-game purchases. Whenever selling an item, make sure that content is clearly described, and well-tested.

  • Provide clear images and item descriptions that accurately informs players what they are purchasing.
  • Test items thoroughly for bugs and make sure they work as players expect.

Extra Resources on Monetization

There are many other resources to help you learn more about monetization on Roblox

These documents (excluding developer provided screenshots) are licensed by Roblox Corporation under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Roblox, Powering Imagination, and Robux are trademarks of Roblox Corporation, registered in the United States and other countries.


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Mining Free Shop Roblox Code