addLayer("p", {
    name: "progress", // This is optional, only used in a few places, If absent it just uses the layer id.
    symbol: "%", // This appears on the layer's node. Default is the id with the first letter capitalized
    position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
    startData() { return {
        unlocked: true,
		points: new Decimal(0),
        best: new Decimal(0),
        levels: {
            epsilon: new Decimal(0),
        }
    }},
    color: "#0c6949",
    requires: new Decimal(1), // Can be a function that takes requirement increases into account
    resource: "progress points", // Name of prestige currency
    baseResource: "points", // Name of resource prestige is based on
    baseAmount() {return player.points}, // Get the current amount of baseResource
    type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
    exponent: 0.5, // Prestige currency exponent
    gainMult() { // Calculate the multiplier for main currency from bonuses
        mult = new Decimal(1)
        return mult
    },
    gainExp() { // Calculate the exponent on main currency from bonuses
        return new Decimal(1)
    },
    row: 0, // Row the layer is in on the tree (0 is the first row)
    hotkeys: [
        {key: "p", description: "P: Reset for progress points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
    ],
    bars: {
        alpha: {
            direction: RIGHT,
            width: 300,
            height: 50,
            progress() { return player[this.layer].points.div(getNextAlphaCost()) },
            display() {
                return "Alpha - Level " + getAlphaLevel() + " (" + player[this.layer].points + "/" + getNextAlphaCost()
                    + ")<br>Effect: +" + getAlphaLevel().div(20) + " to point gen."
            },
            fillStyle: {backgroundColor: "#0c6949"}
        },
        beta: {
            direction: RIGHT,
            width: 300,
            height: 50,
            progress() { return player[this.layer].points.div(getNextBetaCost()) },
            display() {
                return "Beta - Level " + getBetaLevel() + " (" + player[this.layer].points + "/" + getNextBetaCost()
                    + ")<br>Effect: x" + getBetaLevel().div(20).add(1) + " to point gen."
            },
            fillStyle: {backgroundColor: "#0c6949"}
        },
        gamma: {
            direction: RIGHT,
            width: 300,
            height: 50,
            progress() { return player[this.layer].points.div(getNextGammaCost()) },
            display() {
                return "Gamma - Level " + getGammaLevel() + " (" + player[this.layer].points + "/" + getNextGammaCost()
                    + ")<br>Effect: x" + getGammaLevel().div(15).add(1) + " to point gen."
            },
            fillStyle: {backgroundColor: "#0c6949"}
        },
        delta: {
            direction: RIGHT,
            width: 300,
            height: 50,
            progress() { return player[this.layer].points.div(getNextDeltaCost()) },
            display() {
                return "Delta - Level " + getDeltaLevel() + " (" + player[this.layer].points + "/" + getNextDeltaCost()
                    + ")<br>Effect: x" + getDeltaLevel().div(10).add(1) + " to point gen."
            },
            fillStyle: {backgroundColor: "#0c6949"}
        },
        epsilon: {
            direction: RIGHT,
            width: 300,
            height: 50,
            progress() { return player[this.layer].points.div(getNextEpsilonCost()) },
            display() {
                return "Epsilon - Level " + getEpsilonLevel() + " (" + player[this.layer].points + "/" + getNextEpsilonCost()
                    + ")<br>Effect: ^" + getEpsilonLevel().div(40).add(1) + " to point gen."
            },
            fillStyle: {backgroundColor: "#0c6949"}
        },
    },
    update(diff) {
        if (player[this.layer].points.gte(player[this.layer].levels.epsilon.pow_base(5).mul(125/2))) {
            player[this.layer].levels.epsilon = player[this.layer].levels.epsilon.add(1)
        }
    },
    tabFormat: [
        "main-display",
        "prestige-button",
        "blank",
        "h-line",
        "blank",
        ["bar", "alpha"],
        ["bar", "beta"],
        ["bar", "gamma"],
        ["bar", "delta"],
        ["bar", "epsilon"],
    ],
    layerShown(){return true}
})