1. You supply both inputs
Current Cash from your club screen; target cost from the offer, house, or venue entry you are saving toward. Both come straight off your server, so patch changes cannot invalidate them.
Enter the current Cash and the target cost shown in your own server. The planner calculates the difference and your coverage percentage — it reads nothing else, because Mini Cup's economy numbers (prices, yields, offline rates) come from your server, not from any published table. Methodology documented 2026-10-03.
0% of the entered target is covered. This is simple subtraction from your inputs, not an estimate of Mini Cup income speed.
Every number in Mini Cup that players plan around — house prices, pack costs, venue entries — is displayed in-game and can change with the Saturday update cadence. A calculator that hard-codes rates would be wrong within a week.
Current Cash from your club screen; target cost from the offer, house, or venue entry you are saving toward. Both come straight off your server, so patch changes cannot invalidate them.
Remaining = target − current (floored at zero), and progress = current ÷ target. Simple arithmetic with zero assumptions about income, pack odds, or offline rates.
Inputs live in your browser for the session only. There is no account, no upload, and no tracking of the numbers you type.
Mini Cup publishes no fixed prices, so these figures demonstrate the math — always read live values from your server.
Say your club holds 30,000 Cash and the next house step shows 72,000. The planner reports 42,000 remaining and 42% coverage. Your measured Saturday session (farming guide protocol) adds 9,000 and the overnight offline delta adds 3,000 — so roughly three and a half such cycles close the gap. If instead the current code's free packs remove the need for this purchase entirely, you have just saved a week of farming for one paste into Settings.
The official Roblox description documents the Cash system in prose — fan zones generate Cash, tougher venues pay bigger rewards, and fans keep earning while you are offline — while the price tags themselves render only inside the game. That split is why this page refuses to ship a rate table: every honest input is one you can see, and every invisible number (per-zone yields, offline formulas, pack odds) is a guess someone else would be selling you.
The result is a tool that stays correct across patches: when a Saturday update moves a price or a payout, nothing here breaks — you simply read the new value and re-enter it. Pair the planner with the farming guide's measurement protocol and you have a complete planning loop built entirely from verifiable numbers.
No — it never assumes an income rate. Measure one session with the farming guide's protocol, then divide the remaining gap by your own number.
No. Mini Cup's costs are server-side and can change with updates; the planner only works with values you read from the game today.
Any Cash cost your server displays: a house, a pack offer, or a venue entry. Copy the number exactly as shown, commas included.
Once current Cash meets or passes the target, the remaining gap reads zero and coverage caps at 100% — time to spend, not to keep saving.
The squad planner answers what to buy next (capacity, depth, rarity, Cash); this planner answers how far away the purchase you already chose is.
Any goal with a Cash number on screen: houses, pack offers, and venue entries all display costs in your server. Goals without a Cash tag — a research skill or a training timer, for example — belong to the guides instead, because there is no number to subtract from.
That happens around Saturday updates. Re-read the target, re-enter it, and the planner recomputes instantly — the plan is only as current as the last value you pasted in.
Yes — that route is a noindex alias pointing here, so both URLs run the identical planner while the canonical page carries the newest editorial guidance.