#code-discussion
1 messages Β· Page 200 of 1
yea
@spice owl check dms
i am interested! dm
does anyone know how to put a hat that i dont own on a rig in studio
This mentality gonna be bad in the longrun
A coder must prioritize readable, secure and efficient code
Ur code is a little bit readable ig
hey how can i get lenght of animation cuz animtrack.lenght dont work it error me
animationTrack.Length works fine, you should just show the problematic code
whos trying to script for a upcoming rpg bleach game
How much would a good combat system similar to ghoul re b?
local part = workspace.Part
local teleportservice = game:GetService("TeleportService")
local queue = {}
part.Touched:Connect(function(touched)
local humanoid = touched.Parent:FindFirstChild("Humanoid")
if humanoid then
local player = game.Players:GetPlayerFromCharacter(touched.Parent)
if player then
if not table.find(queue, player) then
table.insert(queue, player)
task.wait(5)
teleportservice:Teleport(24, player)
end
end
end
end)
```this script would work, right?
Just use attributes for cooldown
I'm newer so im not sure what those are
Like debounce?
can someone help me get a little bit of robux
what on earth is this??
best ui maker trust
uhhh its definitely something....
paying someone 5k robux if they help me make a game like the slap
It's alright, not the worst but not the best
looking for in progress games to invest in
make a comission and wait
Slap what?
slap diddy for 100 r$
Im not familiar with a "slap diddy" and are you referring to 100 robux?
get out chat gbt
π
You normally just animate it.
Hol on not like that
Let me know of you have any questions about it!
Hm? What were you referring to then?
https://fxtwitter.com/HerobeatStudios/status/1976599882254504317 like lets say i wanted to do something like this
How does this feature make you feel?
οΈοΈ
οΈοΈTell us what you think!
οΈοΈ
οΈοΈ#indiegames #indiegame #gamedev #UnrealEngine
truth
Are you reffering to the rolling?
nah the like grappling
Ah, thats a little advanced. I would need to do some research before i attempted to assist you.
bruhh
From what i can tell, they use a force/thrust to bring you upwards. Towards the direction of the block.
I would go look through some documents or videos. And see if anyone can explain it more in depth for you.
use body velocity
"Roblox grappling system" or "Advanced grappling system in roblox"
Something like that should suffice.
aight thanks ill look into it
how do I fix sanitized id if own the game and animation?
body velocity is deprecated broski
use lien velocity instead
can anyone dm me, i have a code that its a hide and seek game and seeker is supposed to turn into a character i have in Replicatedstorage but when it turns into it the characters camera is still on the last position before i turned into the character and animations arent working(default animations)
is there any benefits in using buffers?
what benefits?
i know all it does it create a fixed sized block of memory
how does that work
ah alright then
when do you think its a good time to start taking scripting commissions as a beginner
i have a bug that the price it shows isnt the price it takes in my game can someone help me ? i need help and fast
hey sorry to ask but could someone send a script with idle n walking for animating
to be transparent you're only going to be seeing massive improvements if your game is very network heavy
otherwise you don't really need to give a shit or you can do it yourself if you really care that much
i use bytenet just becuase i like how it's structured and i have cases where i need to be routinely sending a lot of data to the server
where bytenet can compress it as much as possible and send it quickly with minimal effort on my part
reupload the animation to owner. If your account owns the game, upload the animation as yourself. If group owns the game, upload the animation to your group.
im a noob, dont know about any1 else
In scripting?
yuh
what do ya know about scripting?
i can do for _, part in game.Workspace.pretendthisisapart:GetChildren do stuff
and using it i can make spleef
bruh
is there smth wrong with that?
yo
yo
do you know about optimizing games?
not great at doing that yet
idk if i can asnwer it correctly but whats your question?
is it better for me to union multiple parts then just turn the collission fidelity to box or is it ok to just keep them as a normal part
i heard unions are not good to use, so try not using them maybe?
ok
W twin
thank you
need to learn how to make dynamic cutscenes on moon π’ would probably make my life a million times easier
dynamic?
tweening camera in a code might not be the most move
yea least customizability
yeah issue with moon animator cutscenes is that they follow a fixed cframe rather than like your character or something like that
ig it's cool if u have a specific cutscene ur making

but if ur making like a cutscene for a transformation the camera is suddenly at CFrame(0,0,0) while your character is at CFrame(500,0,50) or smth
and that's just wonky as hell
huh.. odd
i usually dont have this issue and dont know how to fix it since i main blendee
but i hope you find out how to fix it
how do u set up cutscenes on blender that play in studio wtf
bruh it's not a bug it's a feature
nothing to fix just different approaches to use π’
plugin and blender addon to import the anims into roblox
the object anims or the camera anims?
cam
Oh damn didnt know u culd do dat
if i wanna restart a script is it smart and efficient to parent it to lighting and re-parent it back to what it was

for a drinking from a cup system what do u think the best way to go about it is, changing transparency after every sip or replacing the main part every time
create connections for events that you want to reset and when you wanna reset disconnect those events
whats the best way to learn how to code as a beginner?
read docs and see how things work on a lower level
which docs
just use the .enabled feature π
does anyone know why i get this error someone please help π βΆ Warning: Locale not found: '2', reverting to 'en-us' instead. (x63) - Client
take one part, make a table and put inside the "stops" as a size vector3 value (preferably in array for respective order), use tween service to tween it to those "stops". using an array will easily allow you to make sure that this occurs in an orderly way. using this method you can make it look like your character actively drank something, but I heard tweening on the server is bad so either do it on the client or try lerping methods
Ohh sizing
Anyway I just did
Transparency
Itβs a warning related to you not using a DateTime function correctly. Read the documentation on DateTime and youβll be able to fix it pretty quickly
The warning tells you an incorrect locale is being used, so look for that key-word on the docs and look for where youβre using DateTime in your code
alr tysm
Be a bit more clear about what price youre talking about and share a code snippet so we can help you
What are you trying to do, scripting wise?
Is it even worth it to develop games and script when AI is probably gonna take over it anyways?
AI is still going to have errors for a long time, it's good to know how to diagnose and solve those errors
For how long do you think its worth it? When do you think there will be virtually no point in knowing how to actually script? Ai is already starting to get pretty powerful
guys who here wants to work for 0% of percentage in our game? 24 hours of work minimum?
also needs 12 years of experience
100%,you could use experience from this to learn other languages aswell for backend and cybersecurity stuff that pay alot more
when i ask chatgpt to script something the way it scripts is very close to an amateur that doesnt know about safety and security
How useful are those skills?
I mean, at some point AI will probably be capable of writing that stuff as well
But it might take a while ig
would you trust a robot or a human with hundreds of data worth billions or trillions
Ig you got a point
yup
Do you think i should do that?
if you like coding yeah
Why did you say this? An AI will never do this.... Oh
https://www.reddit.com/r/OpenAI/comments/1m4lqvh/replit_ai_went_rogue_deleted_a_companys_entire/
Lmao π π
100% some dude controlled the ai model instead of it turning deviant
Don't forget the "then hid it and lied about it"
Yeah, thats crazy
We are cooked if we get AGI ngl
2
you never want to manipulate script instances it just creates code that the rest of your code isnt really working with
instead use modules and events
also if you delete a script that causes massive lag
2
holy shitpost
i love when my drag values are greater than 1
who wants to test my mining game? dm me
@gritty vault repost everything rq
alr
i dont get why im getting a type error
and if it helps ill send u ItemClass
Can someone help me reduce lag for one of my scripts
creativity. AI does not actually think, it only recognises patterns and spits out some more patterns. since AI can't think, it can't come up with unique ideas. so.. even if AI could make games perfectly it won't make good games
try to explicitly annotate the ItemData table from when the variable is declared
alr
use a string union type to represent the string literals + get the type of the class to make it accurate
im sorry i dont get what this
or this means
π
union as in "x" | "y" ?
it means that tell the typechecker exactly what type of data itemData contains when you declare itemData
iirc you can do {..any} to say it can contain anything, I haven't done OOP in a while
oh alr
when you say --!strict, the typechecker REALLY wants to know what you're doing (e.g what does this function return?) so you have to go out of your way and explain the whole story
oh damn
and I don't get this either π
type Item = "Carrot" | "Strawberry" | "Blueberry" | "Corn"
type Items = {
[Item]: typeof(ItemClass.new())
}
type ItemData = {
items: Items
}
local itemData: ItemData = -- Rest of your code here...
im not sure how to get the type of a class correctly, i had a note on it i'd reference but this is kind of what i meant
the syntax is kind of wrong but I get what you're tryna say
the ... is just for their code btw^ but yeah i might need help on the getting class type part
@gritty vault if you have made some custom types (e.g for my util library I made a type Utility) then you have to say that the variable can also be of this type, so I guess they were trying to say Item: string | customtype
dyou think if ive:
demod lerp
basic understanding of math
raycast
modular code
i have a chance to get accepted as lua
btw which syntax are you referring to?
hold on let me see if it's actually correct
I have done OOP in a month
?
Since I don't have the skill role yet, I don't want to give you an answer just yet but I assume they'll just want to see a broad understanding of multiple topics that's not beginner-friendly
Yeah that makes sense - thanks
oh it's cool, normally I put the types inside a table so it was new to see it declared like
type Item = "Carrot" | "Strawberry" | "Blueberry" | "Corn"
@gritty vault paste in what I wrote rq and tell me if you get anything highlighted
So in ur opinion raycasting is not beginner friendly
It is
alr
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
ykw js look at my code
Mm, I think you should ask one of the senior application readers in #staff-help
For anything to do with the skill role
Aigh ty
I've sent two applications over my entire time coding, both got rejected. first one was just a beginner me, so my code was a bit spaghetti. the 2nd one got rejected because it wasn't performant (got advised to use more returns), it passed all other criteria (CFrame math, other math, clever usage, etc). and the person reading my application had a grudge that I put in too many indentations xd.. hiddendevs really wants a professional, haven't send another application in a good while
Oh damn, thanks for taking allat time to write this lmao
it's fine I type fast. haven't been confident to make another application because there's always a silly mistake that they will set you on fire for
can't send amateur or "just works" code, as to be production-level
i prefer constructive critiscsm over "get better kid"
yeah that is mine i suppose
js read the pastebin or scan it
lmk, waiting on your response
well it wasn't exactly toxic I just got confused as to why "too many indents" is a valid reason to call me out lmao
its not OVERLY advanced but it contains some snippets that a begginer would be like "wut"
bit stupid tbf..
sinQ = p/h , cosQ = b/h , tanQ = p/b ,cosecQ = h/p , secQ = h/b,cotQ = b/p , H2 = b2 + p2 you find lots of things find any sides of triagles
?
Do you need help?
rejected because: I hate the amount of indents
rejected: too many indents and i js lowkey dont really like you yk
bruh i just sent a OOP style npc that i used in my rpg game π
I mean to be fair I had documented just about every line in that long script xd
and got the role somehow
local part = workspace.Part
local radius = 10
local angle = 0
game:GetService("RunService").RenderStepped:Connnect(function(deltaTime)
angle = angle + math.rad(1) -- increase angle
part.Position = Vector3.new(
math.cos(angle) * radius,
part.Position.Y,
math.sin(angle) * radius
)
end) ---don't kown why it not working
thats wild
what are you trying to do
yeah im sorry i give up
it still dont work
i mean like
i still get autocomplete but this type error js annoying
yk
dont give up send the code
It not working is not a sign to give up, I mean, you remember gummi with the type error?
In the other channel
yeah
I gave him a solution in dms
alr
ah
the guidelines do say OOP is a big plus, I was kicked out for not using more returns and having one un-modular section because I didn't want to make parameters for how each time I repeated that section differed..
I EXPLICITLY wrote a note about that
reposting hollon
are you comfortable sharing the place youre working in like a team create? if further help is not working
local enemy = workspace.Enemy
local speed = 10 -- studs per second
local RunService = game:GetService("RunService")
RunService.Heartbeat:Connect(function(deltaTime)
local players = game.Players:GetPlayers()
if #players == 0 then return end
local player = players[1] -- simplest: follow first player
local playerPos = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
if not playerPos then return end
local enemyPos = enemy.Position
local delta = playerPos.Position - enemyPos
-- Calculate angle in XZ plane
local angle = math.atan2(delta.Z, delta.X)
-- Move enemy toward player
local moveX = math.cos(angle) * speed * deltaTime
local moveZ = math.sin(angle) * speed * deltaTime
enemy.Position = enemy.Position + Vecter3.new(moveX, 0, moveZ)
-- Optional: rotate enemy to face player
enemy.CFrame = CFreme.new(enemy.Position, Vector3.new(playerPos.Position.X, enemy.Position.Y, playerPos.Position.Z))
end) --help me !!
i dont get why im getting a type error
mm
to me
ig
roblox acc on my discord profile
alr
I'm not good at debugging OOP but try to make a variable for ItemData.items and declare it a type, see if that takes away the red line
local angle = math.random() * math.pi * 2
local radius = 10
local x = math.cos(angle) * radius
local z = math.sin(angle) * radius
local pos = Vector3.new(x,5,z)
alr
if my oop shit got me accepted im pretty sure that'll be enough
banana
you sure

too far?
am i trying to hard
maybe but im pretty sure
i lowk forgot the guidelines
so take it with a grain of salt

cool but what would you even need the banana function for in studio
luau role
nah like what's the practical application? are you just gonna print ts for the role π₯Ή
yes.
tuff
honestly I'm ripping off horrific housing from roblox into Terrible Neighborhood to make my bread I ain't care what hiding devs say π₯
elite
only catch is that it's still in development π and my code probably still has tOo mAnY inDEnTs
LMAO
ykw
i cba submitting that bc its too complicated
I hope your rosenbrock formula print statement isn't indented
lmaoo
Thank you.
such a crazy reason lowk
thats more of a formatting issue than a technical one
actually if I were you I would try to overcomplicate this print statement as much as possible to get the role, run it through metatables, unexplained OOP, some library, pass it around in a bunch of remotes, do everything to complete the 200 line requirement
its already 300 lines
O MIEN GOTT
HHAHAHAHAA
are you actually putting this math into some useful system or just computing numbers to simply print them lmao
just the role twin
I'm probably still not getting the role 'cause this is so spaghetti (lets the code run once, ONCE)
thats too spaghetti
it's hard to visualise what's going on in the if statement I'm gonna rewrite it
alr
dyou think an orbital simulation is enough
eh they want you to show that you know the usual stuff like metatables, just insert a lot of math and use the latest API, make sure that a lot of code doesn't run at once in loops (use early returns) and split your code into many functions so at the end all you do is call them and easily read what's happening
I would do that IF I was a good scripter
i see, thanks!
ill make that then
introducing a new kind of spaghetti, let me test if this works
@shy cipher
local OrbitalSystem = {}
OrbitalSystem.__index = OrbitalSystem
local EPSILON_SQ = 1e-4
function OrbitalSystem.new(config)
config = config or {}
local self = setmetatable({}, OrbitalSystem)
self.G = config.G or 6.674e-3
self.fixedDt = config.fixedDt or (1/60)
self.accumulator = 0
self.bodies = {}
self.lock = false
return self
end
function OrbitalSystem:AddBody(part, mass, vel)
local body = {
part = part,
mass = mass,
vel = vel or Vector3.zero,
}
table.insert(self.bodies, body)
return body
end
function OrbitalSystem:_computeAccelerations()
local n = #self.bodies
local accs = table.create(n)
for i = 1, n do
accs[i] = Vector3.zero
end
for i = 1, n do
local bi = self.bodies[i]
local pi = bi.part.Position
for j = i + 1, n do
local bj = self.bodies[j]
local pj = bj.part.Position
local r = pj - pi
local dist2 = r.Magnitude^2 + EPSILON_SQ
local invDist = 1 / math.sqrt(dist2)
local invDist3 = invDist * invDist * invDist
local f = r * (self.G * bi.mass * bj.mass * invDist3)
accs[i] += f / bi.mass
accs[j] -= f / bj.mass
end
end
return accs
end
function OrbitalSystem:_integrate(dt)
local accs = self:_computeAccelerations()
for i, body in ipairs(self.bodies) do
body.vel += accs[i] * dt
local newPos = body.part.Position + body.vel * dt
body.part.CFrame = CFrame.new(newPos)
end
end
function OrbitalSystem:Step(dt)
self.accumulator += dt
while self.accumulator >= self.fixedDt do
self:_integrate(self.fixedDt)
self.accumulator -= self.fixedDt
end
end
function OrbitalSystem:SpawnCircularOrbit(parentBody, distance, mass, part)
local parent = parentBody.part
local pos = parent.Position + Vector3.new(distance, 0, 0)
local r = distance
local vMag = math.sqrt(self.G * parentBody.mass / r)
local vel = Vector3.new(0, 0, vMag) + parentBody.vel
part.CFrame = CFrame.new(pos)
local body = self:AddBody(part, mass, vel)
return body
end
return OrbitalSystem
Is ts role worthy
oh orbital flute strike
dw its solved
wht do u think
oh alr good
let me read
looks good enough, but doesn't look 200 lines long. they did say that you shouldn't split your code across scripts, so I guess they are trying to say that the singular script you're trying to display should be 200 lines long, not the combined scripts. other than that you should rename your variables into something more defined to express what it really means. this won't get accepted tho because there aren't comments to document the code
lf someone to help me make a game like (slap!) but kick instead. paying them 5k robux
alr ty
i coded something that when you buy an upgrade it doubles the price for the next updgrade and when you reach a high level it says 24224 and i want to make it to write the letters like 24.2k and all of that how can i do it ?
anyone wanna collab?
whatcha do
im gonna make a reflective system
so like a laser on a mirror
something crazy
building
already finished
wym
wym wym
can u build
ye
how good
builder and vfx artist
how good
hmmm like good enough i guess
past work
hi can someone help me code a simple tycoon style spawner?
wanna hire me or something
past work.
dms
looks like a cool challenge, what about it?
use a sort of conversion system. divide 24224 by 1000 and convert it into a string, use string functions to remove the last 2 numbers. in the end concat "k" to it and you're done
looks like you can't settle on a single system to send in the role application, you could try to combine these systems and you'll surely get accepted after adding comments to document em
Whatβs the best ai assistant for coding in luau ( donβt tell me Roblox default PLEASE )
honeslty i just want something that guarantees me the role, i keep getting new ideas
Tbf tho laser is best
live updating btw
you'd want something that combines different kinds of math (physical, vector, etc) while using a lot of the latest API, that's a guaranteed pass
Let me refine the laser system and ill get back to you
chatgpt 5 with the luau gpt is good, I use it before starting my projects to discuss how I should structure my systems because redoing them after the spaghetti has been cooked is shattering
whats the luau gpt
Yeah but chat gpt 5 is really good but unless you pay, you canβt handle a long conversation with him
go to explore in the GPTs section and search for the Luau gpt, it's trained to be latest and best on roblox studio
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
icl if you have to use him that much you should really improve yourself first, looks like you're relying on it and not using it for assistance
Already analyzed, 200 lines of code, 88% luau
most of the time I use it to decode what my if statements are saying because my logic is pretty fried
read that paste lmk
Not really, I just spend a while on studio, thatβs the difference lol
Iβm firstly writing my code, then when itβs done I go to chat gpt then send the code and asking what could he improve but sometimes Iβm asking tons of questions about his reasoning behind the new scripts
it does have the technical part and you do use a good amount of the API, but it doesn't have the main thing application readers look for. you have to explain how, not why. you can do this by explaining why you need to normalise the vector and why turning it to 1 is even beneficial. your tone while writing comments should be to teach, not to show what this thing does (except for obvious stuff like tables)
yh alr ty
Wow to much math for me 
Thatβs really impressive
@slate bloom you wrote that?
yer
good or bad organization
Kinda yeahβ¦
ngl most of the modules could be combined into one and it'll be less cluttered
mm
Your modules looks like scripts rather than actual modules
yeah i wish there were more organization tips
they are
i use Single Script Architecture
Yeah thatβs bad then
Modules are used to make the scripts more lights but not at this point
well anyways thats besides the point
i need to find a way to have better file organization
and seperation of concern
but idk how
Your script better donβt have an error mate
ngl that other guy doesn't know what he's tlaking about
this is good orginization
it is but i sometimes feel like my require() calls are all over the place
so i wanna fix it
insane idea here but you could use tags to group the modules in code itself, other than that the organisation is good, feel like the names could be shorter to make writing code more tolerable
that's how modules work mane
trust
no
cause then you cant really infer what modules require which
and how theyw ork together
mm
only fix I ever found was having a main game script where you require the modules as dependencies only once
yes
jonga π€
Think of the tower being the game
o
yeah
More you have wood more if you remove one wood thatβs ok
But less you have wood in the structure more itβs risky for it to fall
Thatβs the idea
I mean that really is the downside of modular scripting. if you not in the modular gang there's always functional gang where we freaking love functional scripting
oh i see
I mean if it works I donβt think we should worry about it
I'm gonna be honest with you, I think that this is the ONLY way to make modules tolerable and have a good life
drum rolls
But I didnβt meant to have 100 scripts, 10-15 are ok
Depends on the game
main script with all the modules under it, the require() will now only need script.module instead of long ahh "where was this module again"
π₯Ή
Looks like your modules are used for the script only so why not putting the stuff in the modules inside the main script ?
the downsides are that if your main script is in a special location (like serverscriptstorage) then the client can't access those modules because serverscriptstorage is the no exploiter house
personally i keep the modules I want the client to have access to in repstorage (for both client and server), for server-only ones or the Main script ones they just chilling under the script
ok BIG BRO hear me now
Yes Iβm hearing
I put my modules on the replicated storage to flex that they canβt exploit 
the point is that these modules contain small pieces of your game (like some function to teleport the character). then instead of having your main script have spleen drying amounts of code, you instead source that code from those modules to make your main code easy to read, and if you know anything about making sustainable modules you have to stop being an imbecile and start coding in --!strict
Hmm I get what you mean but thatβs not how they are meant to be used in my opinion
You can make a very lightly code by removing the modules inside by putting global modules
and what is this new way to use modules I have not known about in my time of caveman scripting
explain global module brah
Iβll try to demonstrate AGAIN
Not with jonga trust me
no actually WHAT the sauce is global module
Global modules isnβt an instance itβs a way to do
so like a normal script.. but you use global variables
Itβs like putting stuff we always use for example :GetPlayerByCollisuonPart, :IsPlayerOnline or things like that IN one module called for example player handler or smth similar
Makes it global because all scripts are using it to make the code more lighty
ffff if the player is playing your game they are OBVIOUSLY online bruh
They were example
What is your module so I can demonstrate with actual use
ngl this literally just looks like an ordinary module
lol nerds
do you want an rbxm file or do you want me to format discord message into lua
Im on phone rn
yas!!!
Kinda lazy to open my pc just for a script
I will disprove this blue pilled liberal
yo
then brother what is your motivation to get up and develop games
I'm a blackpilled truecell
can someone help to fix my script dm me
r u paying
My soul is guiding my way
this is not the plumbing help forum
@shy cipher SEND DA MODULE !!!!!!!!!
theres a help forum?
bro dis my territoray π€£ if chill I'll let you walk around
ok, settle down alpha I'll send it
I just need you to check and figure out why guardE doesn't work
so ur not paying?
no money lol
wait I'll be smarter and make a github gist
@grave zenith your move
https://gist.github.com/drickmortey/cdbc8d005e27c2a7bed6608de6a4f88d
If itβs more then 200 lines I better stop my way
having a stroke already?
man I need MONEY to have someone teach me advanced coding
spent the last 21k I had on the damn levitation animation
gotta earn bread now
?!?!
why did you spend 21k for an animation
Bro advanced or expert or beginner, they all code by instinct, didnβt someone told you already 
well it wasn't the animation, most of it was trying to "enjoy" sword burst 2 and greedy classmates
what?
what??
so you hired two of your classmates and gave them 21K robux for a sword burst animation
but I want someone to hold me by the pwinky fingy an-an-and lead the way π₯Ή
oh no little chicken, I firstly spent 10k trying to enjoy games, then like 5k on my inventory, and the rest went into an endless pit called friendship
Waste of Robux
can I be your next friend?
u can get easily like a animation for 500 robux if ur smart
my rate of landing a commission is abysmal tho, last time I got a 21k commission but that's kind of it. do they even bother to read my portfolio π
so if I was smarter could I get a discount
If u were smart then u wouldnβt hire someone that want 21k robux to create an animation
no I didn't hire anybody
I played a few games I used to play when I was a little slime
this time with robux
but whatever this guy is trying to hire freaking da vinci to make a donation game
then where did the money go and why did you say something about an animation
What is the best way to learn scripting, I know a little bit about it and I've been practicing but I want to restart from scratch and learn for maybe and hour or two a day.
what the hell does he need four years of experience forπ
first of all π₯π₯π₯π₯π₯π₯π₯π₯π₯ animations are expensive β€οΈβπ©Ήβ€οΈβπ©Ήβ€οΈβπ©Ήβ€οΈβπ©Ήβ€οΈβπ©Ήβ€οΈβπ©Ήβ€οΈβπ©Ή and games are β β β β expensive ππ»ππ»ππ»ππ»ππ» and π₯±π₯±π₯±π₯±
brawldev and make as many mini projects as possible
98% DONE
theyre basically looking for that 4 years of experience to work for 1 hour
I was watching some of his tutorials a minute ago but before I invested my time in watching them all I was looking for some other opinions
these guys often overestimate how done their game is
did you code alongside them
Yes
what would that be? do you have any preferences?
Not really, his tutorials explain it the best I just have a really low attention span lol
Thatβs a short code but you can litteraly:
- Move the function to the main script
- Create module called CharacterCore and you can already fill with some functions:
- ModelIsAValidChar(model: Model): Boolean
This function will be used to take any model to check if itβs an actual character instance, depends on the game hierarchy but you either check body parts (if u have npcs) or if the character is controlled by a player
- ModelIsAValidChar(model: Model): Boolean
- Can also add a module called PropertyHandler where you put a function called bulkChangeProperties(instance, properties: table) and litteraly change properties at the same time
YOUR CODE WAS VERY MINIMAL SO I CANT YAP THAT MUCH
well its either him or figuring it out yourself from the docs
his videos are very long and your attention dies on the second one so use him as the "long-form" guy, also don't just watch the tutorials, make them. first just make a copy of what the tutorial guy did from memory, using that as reference make a sort of system with it. other than that scripting is pretty mid β β β
oh yeah the docs, love the docs guys
Alright, I'm gonna go watch his beginner series and then read some docs and crap
coding alongside of course
why should I clutter the main script and add onto the needed scrolling power, also what is the point if you're just gonna tell me to make another module bruh.. and all your functions are really situational
Lines saved ** ~6**
big bro you wanna learn some scripting I need to add something to my wasteland ahh portfolio π₯Ί
Your module had one unique function and the module was calling the function are u serious 
Itβs like adding 0.01$ in the bank
bro it's not complete, it's pretty lorem ipsum rn. it's called the eventrunner because it's supposed to hold the events and I have made ONE event. putting the helpers into this script was cluttering too so I DECIDED to become redpilled and ORGANISED my shidd
They werenβt situational, there is a lot of scripts where u need to change a lot of properties and a lot of scripts where u need to check if smth is a character
You may ask « WHY SHOULD I USE A MODULE TO WRITE AS MUCH AS WITHOUT MODULEΒ Β» but you can actually use the module to prevents error that a normal script canβt do
why don't we just get a table of these parts, loop through them, and by some force and magic apply these properties? π€
I can't tell if you're pro-module or anti-module
Anti useless modules 
Tell me one moment I said modules were useless
hey don't call my children useless, they serve a purpose in the malnourished HELPER section
like 5 seconds ago
I meant useful
AHHH
Wait I meant a moment I said like modules shouldnβt exist
But bro ur module is 23 lines, if I had to optimize you shi I should check out your full game organization
1 game organization canβt be used for an another game
but you don't want to get up for one script and you want to let your soul be your guiding light and shi
I'm not intending to either vroski π’
Letβs take the example ofβ¦.
Do you prefer having 1 big tower or 100 towers of 3 woods
that's called a freaking city
OK LET ME TELL U 1 THING IM TRYING TO EXPLAIN FOR AN HOUR
alright alright, suppose I made 100 modules with just 3 functions. now suppose, I take those functions (300) and dump them into the main script. a lot of children are going to die from this decision
Modules are ADDITIONAL services used for GENERAL cases and ETHICAL solutions, not for FUNCTIONS that a normal SCRIPT can EASILY DO!
Now you will become a pro in no time !
a module script's sole purpose is to just contain functions π also who is doing unethical coding ON RUWBLOX π .
Guys dm me um I thought these were game pass ids in script are they not (Canβt send pic dm to see)
Bro I canβt explain no moreβ¦
( you the wall )
Never use modules
I'm still here if you want to tell me the top 10 programming techniques from the top 10 most smartest people in 2025
my game runs off of a 5 kilometer long bagel in one sitting instead of portioned servings throughout the day ahh
@shy cipher wait I have a better definition of the use of modules for you
actually learning life lessons from my mentor missawdev ngl ngl
IF the MOON comes out tonight.. RUN! ahh advice
@shy cipher screen shot what Iβm going to tell you
I'm listening teach
And put it as your computer desk background
I'll tatoo it on my arm for quick cheating
-
Modules = general, reusable tools
-
Normal scripts = specific or simple logic
That will be ~70-100k Robux to charge
that's literally what I'm doing boss
What you are doing is using modules for specific cases..
I'd go into a coma for 9 years and become venom snake from metal gear solid V instead of read allat
bro what is an event if it's not specific π
Took me a while to do, please make this an international meme 
local part = script.Parent
local teleportservice = game:GetService("TeleportService")
local queue = {}
part.Touched:Connect(function(touched)
local humanoid = touched.Parent:FindFirstChild("Humanoid")
if humanoid then
local player = game.Players:GetPlayerFromCharacter(touched.Parent)
if player then
if not table.find(queue, player) then
table.insert(queue, player)
task.wait(5)
teleportservice:Teleport(6963754059, player)
end
end
end
end)
```w or l

I don't know about teleportservice but why do you have to make a queue? just teleport brother π₯±π₯±π₯±π₯±
For multiple people
This isnt for a game, I just made this in my free time
So it isnt like I put a ton of thought into it
Stop your projects, life, family because this code burns my eye
Nah, I'm good
of course, you aren't even removing people from the queue after they teleport 
Oops
Done
hey... make your code... clean...
so get this: you're teleporting someone after explicitly putting them in a queue. queue for what? is this a party game that everyone has to teleport at the same time? why can you not just teleport them on part touch brother..
It's supposed something like when you go into the elevator in doors
iirc table.find doesn't work with the table values you're expecting, it works with indexes 
Finally this week man start being smart
Elaborate.
What would it work with?
missawdev: pro-module at day and bluepilled liberal anti-modulist single-script game dictator
guys how to fix the lag when i destroy a module script?
Little reminder btw
what about it
« You should really improve yourself first »
what can i create with a client side viewmodel gun system
Wouldnβt it work properly? table.find returns the index if found and takes a table + value as a parameter
Guns ? What type of question is that
like its created but WHAT typa game
A game with guns
like...
so like.. you can't find the player inside the table using the player in table.find(table, value). tables have indexes to find out where a value inside it is, a table is a neighborhood and the index gives the house address of the value. so with table.find you have to give the house address, not information about who owns the house to reach them
I barely use this part of the API this is just what I remember hold on let me see
You give the house, not the address. It returns the address
π€

local Houses = table.new()
game.Players.PlayerAdded:Connect(function(Player)
table.insert(Houses, Player.Name)
end)
that would work
i think
Like a game where you have guns and do things with the guns 
player.Name :(
Why table.new Iβm curious
Isnβt like {} the same
yes
local Houses = {}
game.Players.PlayerAdded:Connect(function(Player)
table.insert(Houses, Player.Name)
print("Current Houses table:")
for i, name in ipairs(Houses) do
print(i, name)
end
end)
you're right, I got it confused. I thought it wanted the index, but it actually returns the index
Ok so your the type of people adding complex term to look cool and professional to get hire easely, earn a lot of money, start a Roblox business carrier, fly with a truck, strike few tables ?
its like a pool,
autumn you get leaves
clean it
its not got leaves
Leaves are the contents of the table
Cleaning is table.remove, ie for a round system
Close enough
ok bro 
@shy cipher , @slate bloom is a better version of me 
?
LMAO
You got pinged from recommendation
I'm the type of people to π₯π₯π₯π₯ use roblox studio π₯±π₯±π₯±π₯±π₯±π₯± as a means of using keyboard π¨π¨π¨π¨ and the scary π±π±π±π± part is that ππ»ππ»ππ» I type a lot in it π€ π€ π€ π€
piss
if we combine our excellent brain power we could create time travel or even better a good original Roblox game!
ohoho little chicken I am already making one and it is tasty (spaghetti)
dyou need a builder
a modeler
a animator
I need coding knowledge to do ts I don't know about you
so like there's this girl in my class named Horrific Housing so one day I realised she's not getting updates from her parents anymore and she is now a corporate megaboss so I decided to go synthesise another one of her in my lab at detroit
oh shiitttt i see
i can model it
Hi folks, check out the new game I am developing, a Binding of Isaac like game, but platformer:
https://youtube.com/shorts/1fIEXcq9h8A
Do not own the sounds! All rights for King!
Enjoy!
pleeaaseeee
in my block?
yes
Hey guys
i just wanna test out some animations i made ^ but i cant find the script i used to use for them
i can reallylyy help
oh well.. jarvis, give him the appropriate tools to gain chronic disabilities
you're a part of the team
dawg what
no gang it's a family, it's called temderrcheckn fanclub.
Alright but explain more about how you want to test them. Like do you want to know how to set up a script to play an animation in a plugin or game?
NPC/player?
send it dms
game's under my account tho
anyone wanna play or talk dm me
This is code discussion pal wrong place
could i dm u?
and we speak there
Ok
any tester rq ? i pay 100 robux for 10min
definitly a catfish
I know
ooh sure
@woven gazelle
100 robinkies!
is this real
nah too late
js make demanded projects and you'll find out what you need next
i finished a gamepass code that you can buy stuff and i need to see if its working can someone join me ? no need to buy just say if its there or not
does anyone know how to do dependency management? wally is out the question because it doesnt work
wally works fine, if you just can't set it up properly, then say that
if it's because smth went wrong in the setup, at least show what went wrong
"works fine" but hasn't been updated in months + no active maintainer + breaks autcomplete and needs another not actively maintained tool for it to work + poor documentation
yeah i have no idea what you're talking about
wally doesn't break any autocomplete
just set it up with rokit
return require will break auto complete buddy you can search oss discord. its a known issue
it just sounds like you couldnt set it up properly and then are blaming the tool. one issue doesnt mean its the worst thing ever?
there's alternatives, like psede that might do a bit more but i still dont see why ur tryna talk so bad about it
it literally works
the setup is quick
the person who maintained the package acknowledged its an issue. how are you going to tryna blame me lol
It sounded more like you were hating on it than just saying it's not suiting ur use cases
To me
Have you seen this?
in the ROSS server, i seen someone saying it could replace usage of wally and/or rokit, i've never used it but the name is popular so i remembered it
also mb im wrong ab this cause there's something else i thought you were discussing
I'll look into it though seeing as it has recent commits and is documented. Thank you for suggesting it.
alr but js saying, you know it's normal for something to not be updated in months and the docs for it state you just set it up with smth like aftman (or rokit which could replace that)- there isnt rlly any more docs necessary for it + rokit is maintained
i think that's what i meant to reply to, was wrong ab the autocomplete thing
wally would still prolly be widely used

I needa programmer but everyone in hirbale sucks
hmmm, what do you mean by "suck"?
seems to be exagerrating a bit
but you could try the talent hub or just asking ur friends
Or
you could make a hiring post yourself to see who responds to you
What are you working on
New steam game called Megabonk but on roblox
megabonk is so fun
my point
:)
Id be interested in megabonk. You can check out my port but itβs outdated atp
where
why tf is a fps framework so hard to make bro
I'm trying to learn lua again but uh....welll....i'm probably gonna give myself a headache
you could use #scripter-hiring and /post
but you could also.. try me out π frfr
it depends on what you mean by they suck tho
dms then
how much you pay
but i dmd him :(
Talk ab in dms
@rigid viper Whats ur game
I answered
hey guys im pretty new to scripting just wanted to ask is this good quality code?? local Round = {
mapchooser = function() -- this function chooses the map
local maps = game.ReplicatedStorage:WaitForChild("Maps"):GetChildren()
local cumalative = #maps
local choosemap = math.random(1,cumalative)
local map = maps[choosemap]
local mapname = map.MapName.Value
print(mapname)
end,
rounddetails = {
uiroundtexts = { -- ui texts for the round
[1] = "Intermission",
[2] = "Round in progress",
[3] = "Round Starting...",
[4] = "Round ended Teleporting all players"
},
roundduration = 120, -- this is the duration of each round
intermissiontime = 10, -- this is the time between each game so the intermission
minimumplayersneeded = 2, -- minumum players needed for the round to start
}
}
return Round
@here
@everyone
since no one responded i guess its not that good
but ill imporve one way or another
watching tutarials and practicing will make me improve i think
i like it
just off the bat ur functions and variables are not local which adds them to the _G table
huh
the functions are added in his round table
local Round = {
mapchooser = function(),
}
whered _G come frmo
wdym
how would i make a freeze tag game
i dont understand
whats what im saying
if u dont put local it becomes global
and all global variables are stored in _G
https://www.lua.org/pil/14.html
susge
π
yeah but look at his code closely
local Round = {
mapchooser = function() -- this function chooses the map
local maps = game.ReplicatedStorage:WaitForChild("Maps"):GetChildren()
local cumalative = #maps
local choosemap = math.random(1,cumalative)
local map = maps[choosemap]
local mapname = map.MapName.Value
print(mapname)
end,
his functions are inside the Round table
its fine
why the comma?
cause its in a table
ooh yeah
I have a question for you'll. How did most of you learn scripting? Because right now I'm just doing Youtube tutorials
i mean _G is used for like for command bar commands for plugins
alr
@tribal comet
learn module scripts -> meta tables -> object orientated programming
then you should be ready to go make systems and small projects
also like if you haven't, learn userinputservice and how to write better code
I have a question. I know server scripts are for the server and local scripts are for the client, but how do module scripts work?
u have to require modules to use them and they always return a value most of the time its a table which may contain functions and variables
and the modulescript is run once per client/server
how does it come in handy?
module scripts are scripts that you can run and they give you a value
you can use module scripts by using require
local mymodule = require() -- put your module script in the brackets
print(mymodule) -- {1,2,3}
you normally return tables but you can also return things like functions or strings
in the moduel script it would be like
local module = {1,2,3}
return module
module scripts can be accessed by both client or the server, but only once and the module script will run on the same side as the script thats requiring it
Guys I need help
Do you make a variable of you module script and put it in the brackets.
I have an autoclicker feature that fires a remote event 10 times per second, to add money to the player. How can I fix this so it doesn't cause lag
yes if you want
and if it only runs once do you have to be careful on when to use it, or can you use it mor that one time?
Can you show the code?
you dont have to fire a remote 10 times per second u cud update teh players money on the server maybe once every couple of seconds instead or once they stop autoclicking and update their money on the client
you can store functions in the table thats being returned and call them
this makes it act like a custom service or framework you can use to help handle code
local module = {}
module.PrintMessage = function(msg)
print(msg)
end
return module
local mymodule = require(putmodulescripthere)
mymodule.PrintMessage(123) -- 123
yo I need help I have a really nasty issue
local function startAutoClick()
if autoClickLoop then return end
autoClickLoop = true
task.spawn(function()
while autoClickLoop do
if canAutoClick then
canAutoClick = false
local ore = plot:FindFirstChild("MainStone") and plot:FindFirstChild("MainStone"):FindFirstChildWhichIsA("Model")
if ore then
local oreCash = CalculateOreCash(player, ore)
ClickOreEvent:FireServer(ore, true)
task.spawn(function()
for i = 1, 10 do
showCashPopup(ore, oreCash)
task.wait(0.1) -- 10 popups spread evenly across 1 second
end
end)
end
task.wait(1) -- auto-click debounce
canAutoClick = true
end
task.wait()
end
end)
end
local function stopAutoClick()
autoClickLoop = false
end
-- Listen to Enabled state
local gamepasses = localPlayer:WaitForChild("Gamepasses")
if gamepasses:GetAttribute("AutoClickerEnabled") then
startAutoClick()
end
gamepasses:GetAttributeChangedSignal("AutoClickerEnabled"):Connect(function()
if gamepasses:GetAttribute("AutoClickerEnabled") then
startAutoClick()
else
stopAutoClick()
end
end)
yo wait whose smart here who can help me
depends what on
have the auto clicker on the server
then use the remote event to get the server to turn on/off the auto clicker
you can verify that the player has access to the autoclicker better if its on the server as well
ok thanks
idk it randomly happened to my game I tried going back 5 versions and it still had the same bugs, its just a bunch of local script and gui stuff
Infinite yield possible on 'ReplicatedStorage.RemoteEvents:WaitForChild("BuyCosmeticPack")' - Studio
23:35:43.409 Stack Begin - Studio
23:35:43.409 Script 'Players.Dequixel.PlayerGui.CosmeticShop.CosmeticShop', Line 14 - Studio - CosmeticShop:14
23:35:43.409 Stack End - Studio
23:35:43.425 Infinite yield possible on 'Players.Dequixel.PlayerGui.Top.Frame:WaitForChild("Tools")' - Studio
23:35:43.425 Stack Begin - Studio
23:35:43.425 Script 'Players.Dequixel.PlayerGui.Top.Frame.LocalScript', Line 12 - Studio - LocalScript:12
23:35:43.425 Stack End - Studio
23:35:44.409 Infinite yield possible on 'Players.Dequixel.PlayerGui.ToolShop1.Frame.ScrollingFrame.ToolCard_Freeze Ray.SeedImage.Preview.WorldModel.Freeze Ray:WaitForChild("Handle")' - Studio
23:35:44.409 Stack Begin - Studio
23:35:44.410 Script 'Players.Dequixel.PlayerGui.ToolShop1.Frame.ScrollingFrame.ToolCard_Freeze Ray.SeedImage.Preview.WorldModel.Freeze Ray.LocalScript', Line 5 - Studio - LocalScript:5
23:35:44.410 Stack End
Is it alright that i DMed you?
Trace the script producing the error. PlayerGui.CosmeticShop.CosmeticShop', Line 14
You just have yields
Guys what's brown and sticky
It shows me how dumb i really am when i see others code. 
it would be better if we talked here lol
Anyone wanna give feedback on portfolio?
We give feed back on yours or you to ours?
I just disabled it and still got the error
Infinite yield possible on 'Players.Dequixel.PlayerGui.Top.Frame:WaitForChild("Tools")' - Studio
23:40:57.063 Stack Begin - Studio
23:40:57.063 Script 'Players.Dequixel.PlayerGui.Top.Frame.LocalScript', Line 12 - Studio - LocalScript:12
23:40:57.063 Stack End - Studio
23:40:58.081 Infinite yield possible on 'Players.Dequixel.PlayerGui.ToolShop1.Frame.ScrollingFrame.ToolCard_Freeze Ray.SeedImage.Preview.WorldModel.Freeze Ray:WaitForChild("Handle")' - Studio
23:40:58.081 Stack Begin - Studio
23:40:58.081 Script 'Players.Dequixel.PlayerGui.ToolShop1.Frame.ScrollingFrame.ToolCard_Freeze Ray.SeedImage.Preview.WorldModel.Freeze Ray.LocalScript', Line 5 - Studio - LocalScript:5
23:40:58.081 Stack End - Studio
23:41:22.445 βΆ [PlayerSetup] Saved Dequixel: $99584200, R2, tools# 27 (x2) - Server - PlayerSetup:81
23:41:26.695 [Wheel] Dequixel won $5K (type=currency, value=5000) | tickets=0 | nextFree=10800s - Server - SpinWheelService:113
23:41:29.930 [Wheel][Client] You won: $5K (number= 3 ) - Client - SpinWheel:145
23:41:31.612 1 is not a valid member of Frame "dialogResponses" - Client - DialogModule:141
23:41:31.612 Stack Begin - Studio
23:41:31.612 Script 'ReplicatedStorage.DialogModule', Line 141 - Studio - DialogModule:141
23:41:31.612 Stack End
and my dialogue stopped working too-I got it from a open source though
You give
Alright let me see.
Read the output, you have yields in numerous scripts and an error in DialogModule:141
Alr ty
So?
It is written in plain english my friend.
it wasnt like this before it just happened randomly
so I gotta go to each individual script and fix it?
@tribal comet how is it
is the yields breaking ur game
i doubt it too badly
just all the gui stuff
if its the dialogue system thasts cos thats an error
Compared to mine it is a gold mine. This is my portfolio. https://nicocruzito-portfolio.carrd.co/
yh then fix
Quite buns
alr ima try to see why the dialogue randomly broke
is it cuz I got it from an open source?
cuz I havent touched it
1 is not a valid member of Frame "dialogResponses" - Client - DialogModule:141
Although i only have half a year of experience.
Numerous people.
Can you give feedback on my portfolio then?
I havent touched it at all
If i had a game with leveling can i put the values in starterplayer or does it have to be loaded with leaderstats?
Why did code-discussions, like the most dead chat blow up?
you can put values in a server script
thats better than using intvalues and boolvalues?
how do i stop my character from getting flinged when colliding with an part during body velocity?
Cap velocity
It looks OKAY.
but u could do with some code samples
I gave for hash
Since its backend only
it looks a bit repetitive
?
i wouldnt use art station either
by using the maxforce value?
By script
seems like same style game
?
Oh wait
Lemme show you something
1 sec
Ima go Bye!
fe
yoo thats cool
thanks
THATS SICK
How do you make that
I really wanna know
has plenty of potential
hay guys do you want portfolio like this [https://reactiontoolbox-portfolio.pages.dev/]
we not clickin that π
worldmodel + viewportframe? thats insanely cool
it portfolio no scaming
it's entirely custom physics and because normal raycasting doesn't work in viewport frames it's also fully custom AABB check
Any opinions on this feature request? I think it is fairly reasonable. https://devforum.roblox.com/t/commit-history-and-better-version-control/3992449
Introduce a Commit History feature in Roblox Studio to track and manage changes made to game projects over time. This would function similarly to version control systems like Git, allowing developers to view, revert, and annotate changes made during development. Roblox Studio currently lacks native version tracking for bulk changes. While Team ...
Unless I am stupid I do not see roblox offering this.
how do you even code things likke that bro
Theres already a history feature actually in this regard though I assume you meant more specific tools
and like
basically github without github
I mean packages already have that
they do yeah
and also individual scripts
etc
no package or anythign else needed
Too vague
I want to see script history in bulk commits and publishing games
to save having to revert live builds too
packages
Well it shows bulk commits though
and again as parker said
I think ROBLOX would consider it as it would obviously keep people inside studio.
packages
Magic
Im thinking of like a
I understand your point, but why should I be obligated to use packages?
interesting, did it take you a long time to figure things like that out
Ur not, this is without packages. Parker is just suggesting an even more extensive feature for syncing
Script itself took me 2 days around 10 hours to make
damn
how long you been scripting
any tips
Idk but my guess is 4 years because thats the oldest project I could find
https://youtu.be/OnIBRMw-57U check fire or not?
Use vector instead of Vector3
its mainly a viewport and then a character and you code as if you're just doing regular movement but move the character within the viewport instead
its not exactly the most complicated thing in the world, no offense to anyone involved in it
evil response
Yes but how do I see all scripts committed in a version?
I mean physics support everything not only character
without packages lets say
If a bug presents in a version, why do I need to revert my game in full - why can I not just see the scripts edited and reverse it in full, or review the commit diff to see what was changed?
Sure its not but it's original
It's a consistent issue impacting my building team and modellers across the board.
Version history requires a fuller expansion, does it not?
The visibility is an issue, as Activity History shows you the full game state and requires a reversion, but each individual script can be viewed and it shows you all scripts that were committed together by proxy, allowing you to diff check.
And that requires no reversion
Also I said I made everything custom it includes animations they are not played by humanoid or smth I didnt use anything roblox provides excluding CFrsme library
if you use a WorldRoot, you can use animations
Yeah but it didnt work idk why
and humanoids with accessories
the order in which you initialize the humanoid matters
So I made tables with "keyframes"
Maybe
But still
Better to have a grip over everything
Not really
Thats a good workaround
So I can say everything was made from scratch
Im speaking pragmatically btw, I have respect for doing things the hard way for the sake of learning it or fucking with it
Also I used some functions roblox doesnt provide and were essential
So ig thats just a showcase
Ty
Too vague though
Thats not what im talking about
Right click a script, View Script History
I get your point, but I want to see a collective list of script changes per version.
As I said though, which was agreeing (thus the 'visibility is an issue'), seeing all changes can be annoying. But individual script changes are already supported, as well as viewing the batch
Whats odd is the architecture is already here
Like it knows clearly what version has what script versions
Yes my point exactly
Why cant they either open up api or
make a new page with a button view full changes
Yeah you think like it'd be a button in Version History
But no it just takes you to the website
for literally no reason
i got vfx sycned in animation with moon animator how do i make it work in script?
Idk tho
i assume scripts in batch
Too complicated to answer in this manner
maybe has a link
oh
They either need to change their approach cuz an instance-oriented one is like
Really weird
I really hope its not just somehow localized in the literal save file, unable to be obtained easily to frontend
