MCP server for Roblox developers

Your AI assistant, fluent in Roblox.

600+ sourced game-development logics, from session-locked DataStores to lag-compensated hitboxes. Your assistant looks up the real mechanism instead of guessing.

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604logics
19categories
1,422source links
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// why not just ask the AI?

It works in Studio. Then real players join.

General assistants know Roblox, but miss the details that break with real players on real servers. Three real cases from the database:

Output typical answer vs Brickwise
Saving player data — Save with SetAsync on PlayerRemoving. A fast rejoin on another server loads the old save, and traded items can duplicate.typical answer
Session-lock the profile with UpdateAsync and the server's JobId. Release it on leave, and steal only a lock whose heartbeat is stale.Brickwise
Developer products — Grant the item and return PurchaseGranted. Roblox can deliver the same receipt again, so a retry pays out twice.typical answer
Record each PurchaseId before granting, so a retried receipt is acknowledged without granting again.Brickwise
Remote spam — Add a cooldown in the LocalScript. Exploiters control the client and simply delete it.typical answer
Rate-limit on the server with a per-player token bucket. Real bursts pass, sustained spam is dropped silently.Brickwise

// how it works

Search cheap, read only what matters

Two-stage retrieval keeps your assistant's context clean. A search costs about 200 tokens, and a full write-up is only fetched when it's the right one.

  1. You ask in plain words

    "How do I save player data without losing items?"

  2. It searches 604 logics

    Ranked one-line summaries across titles, tags, services and Luau code.

  3. It reads the one it needs

    The mechanism, key code and pitfalls, with links to the original sources.

// a real logic

This is what your assistant reads

One of the 604 logics, exactly as stored. It is also in the free edition.

SessionLockedPlayerData data-persistence

data-persistence › intermediate › DataStoreService, Players, RunService, HttpService

Session-Locked Player Data with UpdateAsync

Saves player data safely across servers by stamping the DataStore key with the owning server's JobId, so a second server refuses to load stale data and can't duplicate items on rejoin.

Problem

A player's save is written when they leave, but a load in another server can win the race. Join server A, trade an item away, rejoin fast enough on server B, and B reads the pre-trade value — the item now exists twice. The same race causes ordinary data regression whenever a player is bounced between servers by a teleport or a server shutdown.

Timestamp-based versioning detects the conflict but resolves it by discarding one side, which can silently delete real progress. Session locking prevents the second load from happening at all.

How it works

  1. One writer at a time. The profile stored under the player's key carries a SessionJobId field alongside the data. A non-nil value means "some server currently owns this profile".
  2. All access goes through UpdateAsync. SetAsync blindly overwrites, and GetAsync serves a cache up to 4 seconds stale — neither can implement a lock. UpdateAsync reads and writes atomically on the same key, so the check-and-claim cannot be interleaved by another server.
  3. Claim on load. Inside the transform function, compare the stored SessionJobId to game.JobId. If it is nil, or already equal to this server's JobId (a re-entry after a crash on the same server), write our JobId in and return the data — the lock is ours.
  4. Back off on a live lock. If it holds a different JobId, the previous server has not released yet. Return nil from the transform to abort the write, wait, and retry — typically a handful of attempts a few seconds apart while the old server finishes its leave-save.
  5. Steal a stale lock. Store a heartbeat timestamp next to the JobId and refresh it on every autosave. If the timestamp is older than roughly 30 minutes the owning server crashed without releasing, so the lock is dead and can be taken. Without this, a hard crash locks a player out of their own data forever.
  6. Release on leave. The save performed in Players.PlayerRemoving writes the data and sets SessionJobId = nil in the same UpdateAsync call, so releasing the lock and persisting the data are one atomic step and cannot half-fail.
  7. Autosave while held. Re-save every 60–120 seconds to bound crash losses and to refresh the heartbeat that keeps the lock from looking stale.
  8. Flush on shutdown. game:BindToClose runs the leave path for every remaining player. Roblox gives roughly 30 seconds; without this, a shutdown leaves every online player locked and unsaved.

Key code

local DataStoreService = game:GetService("DataStoreService")local store = DataStoreService:GetDataStore("PlayerProfiles_v1") local STALE_AFTER = 30 * 60 local function claim(userId)	local aborted = false	local ok, profile = pcall(function()		return store:UpdateAsync("p_" .. userId, function(old)			old = old or { data = { coins = 0 }, jobId = nil, heartbeat = 0 } 			local heldByOther = old.jobId ~= nil and old.jobId ~= game.JobId			local stale = os.time() - (old.heartbeat or 0) > STALE_AFTER			if heldByOther and not stale then				aborted = true				return nil -- abort the write; caller retries			end 			old.jobId = game.JobId			old.heartbeat = os.time()			return old		end)	end) 	if aborted then return nil, "locked" end	if not ok then return nil, "datastore-error" end	return profileend local function release(userId, data)	pcall(function()		store:UpdateAsync("p_" .. userId, function(old)			if old and old.jobId ~= game.JobId then				return nil -- we no longer own it; do not clobber the new owner			end			return { data = data, jobId = nil, heartbeat = os.time() }		end)	end)end

Pitfalls

  • Returning nil from the transform aborts the whole UpdateAsync. That is how you back off without writing — but it also means a pcall success does not imply a write happened. Track abort separately, as above.
  • UpdateAsync counts against the write budget (60 + 10 × players requests per minute for the server). Retry loops with no delay will burn it and start throttling every other save. Space retries several seconds apart and cap the attempts.
  • Never fall back to SetAsync when the lock check fails. It bypasses the lock entirely and reintroduces exactly the overwrite you were preventing.
  • Never release a lock you no longer own. Re-check the JobId inside the release transform; a stale-steal may have handed the profile to another server while your save was queued.
  • BindToClose is capped at ~30 seconds and runs for all players at once. Save in parallel tasks, not a sequential loop, or the tail of a full server never persists.
  • Don't lock the player out on a datastore-error. Distinguish "held by another server" (retry, then kick with a clear message) from "DataStore is down" (retry, then run the session in a no-save mode rather than deleting their profile).
  • A stale window that is too short steals live locks. Under 15 minutes risks stealing from a server whose autosave is merely throttled.

Sources

// what's inside

19 categories, 604 logics

Open any folder to see every logic in it. Your assistant searches all of them.

  • Sourced, not guessed. Every logic links to the DevForum thread, Creator Docs page or GitHub repo it comes from.
  • Checked APIs. Services, methods and enums are checked against the engine API, and deprecated ones are flagged.
  • One format. Problem, numbered mechanism, key Luau, pitfalls and related logics.
  • Keeps growing. New logics are added over time, free for life.
Explorer 604 logics
DataPersistence43
  • AuditingDatastoresListdatastoresasync
  • BufferSerializationDatastoreCompression
  • BuiltinFriendsGlobalLeaderboardOrdereddatastore
  • BulkDatastoreMigrationListkeysasync
  • BypassingGetasyncCacheDatastoregetoptions
  • CrossExperienceSharedDataOpenCloudHttpservice
  • CrossPlaceTeleportDataContinuity
  • CrossServerUniqueIdIncrementasync
  • DatastoreBudgetMonitoring
  • DatastoreCustomRateLimitSetratelimitforrequesttype
  • DatastoreErrorTriageRetryDropOrVerify
  • DatastoreJsonSparseArrayNumericKeyCoercion
  • DatastoreKeyShardingOversizedData
  • DatastoreRetryExponentialBackoff
  • DatastoreScopeMultiplaceKeyCollisions
  • DatastoreUseridTaggingGdprErasure
  • DatastoreVersionRollback
  • DefaultTemplateDeepCopyNilReconcile
  • DirtyFlagChangeGatedAutosave
  • InMemoryProfileCacheWriteThrough
  • MemorystoreCrossServerState
  • MemorystoreHashmapReadCacheForDatastore
  • MemorystoreQueueReadLeaseAndPositionLookup
  • MemorystoreQuotaRequestUnitsAndStatusTriage
  • MemorystoreShardingModuloRevolvingQueueHashmapKeys
  • MultipleSaveSlotsDatastoreKeyDesign
  • OrderedDatastoreLeaderboardPagination
  • OrderedPerKeyDatastoreRequestQueue
  • PeriodicLeaderboardDatastoreKeyRotation
  • PlayerDataExportImportOpenCloudMigration
  • RedundantBackupDatastoreKey
  • RightToErasureWebhookCustomDeletionWorkflow
  • RtbfConfigTemplateDeletion
  • SanitizingClientValuesBeforeDatastoreWrite
  • SaveDataSchemaVersioningMigration
  • ScopedUserIdsDatastoreKeyDesign
  • ServerLevelStateSaveOnLastPlayerLeave
  • SessionLockedPlayerData
  • SharedResourceDatastoreLockingGuildBank
  • StackableInventorySafeAddRemove
  • StaggeredAutosaveRandomFirstOffset
  • UnifiedDatastoreBudgetOpenCloud
  • UpdateasyncKeyinfoMetadataReturnContract
NetworkingSecurity34
  • AmmoStateClientPredictionReconciliation
  • AttributesVsValuesVsRemotesReplicationCost
  • BotMitigationAccountAgeVerificationSignals
  • ClientAnticheatMemoryManipulationLimits
  • CrowdReplicationDeltaInterpolation
  • FilterstringasyncTextSanitization
  • HttpserviceRequestasyncReliability
  • HttpserviceSecretsApiKeys
  • MessagingserviceCrossServerRequestResponse
  • NetworkOwnershipExploitBoundaries
  • OpenCloudWebhookSignatureVerification
  • PingMeasurementGetnetworkpingVsEcho
  • PlayerBanApiAltAccountDetection
  • PromptClickdetectorServerSideRecheck
  • RadiusGatedWeaponSoundReplication
  • RangedWeaponHitValidationOrigin
  • RemoteArgumentMarshallingSilentMutation
  • RemoteBufferBitpacking
  • RemoteEventBatching
  • RemoteFunctionYieldRisk
  • RemoteInputValidation
  • RemoteRateLimiting
  • RemoteeventCorrelationIdTimeoutPattern
  • RemoteeventRequestResponsePattern
  • SandboxingToolboxModelsScriptCapabilities
  • SecretsOutOfReplicatedstorage
  • ServerAuthoritativeMovementValidation
  • ServerAuthorityClientPredictionRollback
  • ServerRelayGatekeeperFanOut
  • StatisticalAimConsistencyDetection
  • StudioNetworkSimulationPacketLevelTesting
  • SuspicionScoreHeuristicsHoneypotRemotes
  • TeleportPlaceAccessServerSideControl
  • UnreliableRemoteEvents
CharacterMovement33
  • CameraFacingTurnLagAlignorientation
  • CameraRelativeMovementHumanoidMove
  • CharacterControllerLibraryLuauAbilities
  • ControllermanagerManualSensorGroundSwitching
  • CoyoteTimeJumpBuffering
  • CrouchingWithHitboxHeightChanges
  • CustomSwimControllerWithHumanoidStates
  • DashDodgeLinearvelocity
  • DoubleJumpWithFreefallJumpCounter
  • FirstPersonCameraAndCharacterSetup
  • GrapplingHookRopeconstraintWinch
  • HumanoidFloorSensorRaycastsAndPanicSlide
  • HumanoidMovetoEightSecondTimeoutRefresh
  • HumanoidStateEnabledPerPeerNoReplication
  • JumpPadLinearvelocityLaunch
  • LadderClimbingWithTrussOverride
  • LedgeMantleRaycastDetection
  • MovingPlatformNetworkOwnershipStick
  • NoHoldToRepeatJumpViaJumpingState
  • PerPlayerSlipResistanceFrictionweight
  • RagdollOnDeathBallsocketconstraint
  • RagdollRecoveryGettingUpTransition
  • RaycastSuspensionVehiclePhysics
  • RuntimeCharacterScaleMorphing
  • SeatLifecycleSitEjectTeleportOutOfSeat
  • SprintStaminaServerAuthoritativeWalkspeed
  • StairStepClimbingHipheightRaycast
  • StarterplayerCharacterDefaultsPerSpawn
  • ThirdPersonCameraCollisionRaycast
  • ToolGripCframeCustomization
  • VariableJumpHeightJumprequest
  • WallRunningRaycastVectorforce
  • ZiplineTraversalAlignposition
CombatDamage35
  • AmmoMagazineReloadDeficitTransfer
  • AoeExplosionDamageFalloff
  • ArmorDefenseDamageMitigation
  • AttackChainCooldownStateMachine
  • AvatarSingleColliderHitAndQueryRouting
  • BallisticLaunchAngleSolverArtillery
  • BlockParryStanceStateMachine
  • ClientHitboxServerRevalidation
  • CustomAbilitiesApiLabelsConditions
  • DamageAttributionKillCredit
  • DeterministicRecoilPatternServerTracked
  • FallDamageLandingVelocity
  • FireModeStateMachineSemiBurstAuto
  • ForcefieldTakedamageVsHealthDamageRouting
  • GrenadeCookThrowServerFuseTimer
  • HeadshotDetectionThroughAccessories
  • HitscanDistanceDamageFalloff
  • HitstopImpactFreezeFrames
  • HomingProjectileTurnRateSteering
  • KnockbackThatSurvivesNetworkOwnership
  • LagCompensationPositionRewind
  • OutOfCombatHealthRegeneration
  • PositionalBackstabDamageDotProduct
  • PredictedGrenadeStateServerAuthority
  • ProjectileFireTimeSkipAheadOnServer
  • RaycastBulletPenetrationWallbang
  • ServerAuthoritativeHitscanRaycast
  • SpreadBloomServerAccuracyRoll
  • StackingStatusEffectRegistry
  • SubsteppedRaycastProjectileTravel
  • SweptAttachmentMeleeShapecast
  • TeamCheckAndInvulnerabilityFrames
  • ToolBasedWeaponEquipStateMachine
  • ToolEnabledCooldownGateForActivated
  • WeaponJamOverheatFireRateGate
Monetization32
  • BindreceipthandlerMultiHandlerReceipts
  • BulkPurchaseTimedRentalAvatarItems
  • CommerceProductsRealWorldMerch
  • DeveloperProductGiftingRecipientGrant
  • DonationDeveloperProductLadder
  • ExternalPurchasesFulfilledOnJoin
  • FriendReferralRewardTracking
  • GamepassOwnershipCache
  • ImmersiveAdsPublisherRevenue
  • InExperienceAvatarBundlePurchase
  • ManagedPricingDynamicPriceScripting
  • OpenCloudInventoryOwnershipCheckExternal
  • PaidAccessExperienceGating
  • PaidRandomItemsOddsCompliance
  • PersonalizedStoreRankproductsasync
  • PlayerTradingEscrow
  • PremiumMembershipBenefits
  • ProcessReceiptIdempotentGrant
  • PromoCodeRedemptionAntiAbuse
  • PromotedPassBonusPoolJoinTimeClaim
  • ReceiptHistoryInSessionLockedProfile
  • RegionalPricingArbitrageProtection
  • RewardedVideoAdsAdservice
  • RobloxFundedShopDiscountsProductinfo
  • RobloxShopListingStatusOpenshop
  • RobuxTransfersBetweenPlayers
  • ShopCatalogGetdeveloperproductsasync
  • ShopPurchaseServerValidation
  • SoftCurrencyServerAuthoritativeEconomy
  • SubscriptionsRecurringBenefits
  • TimedShopRotation
  • TransactionRefundedWebhookBenefitRevocation
UiUx41
  • AccessibilityColorblindTextScale
  • AutomaticsizeMinimumSizeConstraintPrecedence
  • BillboardguiNametagDistanceCulling
  • CanvasgroupGroupedTransparency
  • ClipsdescendantsRotationSupportMigration
  • ConsoleTenFootUiViewportdisplaysizeTvSafe
  • ContextMenuRightClickGui
  • CrosshairBloomAccuracyFeedback
  • CustomProximitypromptUiStyleCustomClickHandling
  • DefaultCoreguiHidingSetcoreRetryResetCallback
  • DragDropInventoryUidragdetector
  • FloatingDamageNumberPool
  • GuiInputSinkActiveVsInputsink
  • HitmarkerKillfeedHud
  • HoverTooltipDelayEdgeAwarePositioning
  • ImagelabelSpriteSheetFrameAnimation
  • MeasureTextBeforeLayoutGettextboundsasync
  • MenuNavigationBackStack
  • MinimapWorldToLocalProjection
  • ModalDialogStackDisplayorder
  • NineSliceImageScaling
  • OffscreenTargetIndicatorArrow
  • RadialCooldownSweepUigradient
  • RadialQuickSelectMenu
  • ReplicatedfirstLoadingScreen
  • ResponsiveUiScaleSafeArea
  • RichtextTypewriterTagSafeReveal
  • ScrollingInventoryGridRecycling
  • SettingsSliderUidragdetectorSnappedValue
  • StylequeryDeclarativeResponsiveUi
  • SurfaceguiInteractivePanelSizingAndInput
  • ToastNotificationQueueStacking
  • TweenedMenuTransitions
  • TweenedNumberCountUpDisplay
  • UigradientRadialConicTileScale
  • UigridlayoutCellsizeVsUitablelayoutColumns
  • UilistlayoutDynamicOrdering
  • UilistlayoutFlexTabBarsSliderRows
  • UipagelayoutTabNavigation
  • UistrokeUishadowUicornerAppearanceRules
  • ViewportframeItemPreview
WorldSystems36
  • CheckpointRespawnlocationSystem
  • ChunkBasedWorldLoading
  • CollectibleRespawnTimer
  • CropGrowthTimestampNotFrameAccumulation
  • CrossServerWorldStateMemorystore
  • CustomWaterBuoyancy
  • DayNightCycleClocktime
  • DestructibleStructuralIntegrityGetconnectedparts
  • DoorElevatorTweenPivotto
  • DynamicWeatherSimulation
  • EnvironmentalHazardZonesMaterialFrictionDamage
  • FallenPartsDestroyHeightVoidCleanup
  • GerstnerWaveSkinnedMeshOcean
  • GridSnappedPlacementSystem
  • InstancedPrivateAreasOffsetCopies
  • PartBasedTerracedIslandGeneration
  • PhysicsPlatformCarriesRiders
  • ProceduralDungeonBfsRoomPlacement
  • ProceduralModelGeneratorModules
  • ProceduralScatterPoissonDisk
  • ProceduralTerrainWritevoxelsNoise
  • ProximitypromptInteractiveObjects
  • SavingPlayerBuiltBaseToDatastore
  • ScriptedGlobalWindGusts
  • SeededNoiseOffsetsAndMathnoiseTraps
  • SimulatorConveyorBeltServerTimedItemMovement
  • StreamingEnabledTuning
  • TerrainCellVsStudCoordinatesWorldtocell
  • TerrainDiggingFillballReadvoxels
  • TerrainMaterialColorAndWaterLookRuntime
  • TerrainMaterialRepaintReadvoxelsWritevoxels
  • TerrainSnapshotRestoreCopyregionPasteregion
  • TerrainVoxelChannelsWaterOccupancy
  • TimeSlicedDestructibleDebrisCleanup
  • TwoWayPortalTeleportOffset
  • ZoneDetectionMethods
NpcAi39
  • AiDirectorIntensitySpawnPacing
  • BoidsFlockingAmbientCreatures
  • BossAttackTelegraphSignal
  • BossPhaseHealthThreshold
  • CompanionFollowObstacleAwareCatchup
  • DodgeStatePriorityInterrupt
  • FlowFieldPathfindingCrowd
  • GoapVsBehaviorTrees
  • GroupAlertPropagationRadius
  • IdleWanderFleeAmbientNpc
  • LineOfSightTargetSelection
  • NpcBehaviorTree
  • NpcBuiltinOverheadNameHealthDisplay
  • NpcCoverSeekingTaggedPoints
  • NpcDialogueInteractionTrees
  • NpcFiniteStateMachine
  • NpcLeadTargetPredictionVelocity
  • NpcLeashReturnToSpawn
  • NpcPerceptionLastKnownPosition
  • NpcSpawnWaveBudget
  • NpcSpeechBubblesDisplaybubble
  • NpcSwarmSeparationSteering
  • NpcUpdateLodTiers
  • NpcVisionConeHearingPerception
  • PathfindingAgentparametersCostBias
  • PathfindingBlockedRecompute
  • PathfindingImprovedSearchPartialPaths
  • PathfindingPassthroughDoorNoiseAwareness
  • PathfindingRequestLimitsLongRouteChaining
  • PathfindinglinkCustomConnections
  • PatrolWaypointRouteAuthoring
  • ServerPhysicsRigClientVisualRigSplit
  • SoundOcclusionNpcHearing
  • SpatialHashNearestTargetSearch
  • SquadFormationLeaderFollowerOffsets
  • TacticalPositionScoringNpc
  • ThreatTableTargetLocking
  • UtilityAiActionScoring
  • WaypointReachedPlaneCrossingHumanoidMove
PerformanceOptimization38
  • AssetPreloadingContentprovider
  • AvatarHierarchyEditsFastclusterInvalidation
  • BulkmovetoCrowdRenderThrottling
  • CachingInstanceTreeLookups
  • CanvasgroupUiCompositingCost
  • CollisionGroupsWorldrootMigration
  • ConnectionJanitorCleanup
  • CsgUnionTriangleCost
  • DebrisVsTaskDelayCleanup
  • DeferredSignalbehaviorEventPerformance
  • GeometryInstancingVsPerEffectDrawcalls
  • HeartbeatUpdateScheduler
  • HumanoidOverheadStateDisabling
  • InstancePooling
  • LightingstyleVsPrioritizelightingquality
  • LuauHeapSnapshotsMemoryCategories
  • LuauNativeCodeGenerationHotLoops
  • MeasuringWithStatsAndMicroprofiler
  • MemoryLeakDiagnosisStatsInstanceCount
  • MeshStreamingCloudLodBudget
  • MetatableIndexChainHotLoopCost
  • MicroprofilerHotPathProfiling
  • ModelStreamingModeAtomicPersistent
  • NetworkOwnershipPhysicsReplicationCost
  • ParallelLuauActors
  • PhysicsSimulationCostAnchoringSleeping
  • PlayerCharacterDestroyBehaviorServerLeak
  • PredictiveStreamingReplicationFoci
  • ReducingReplicationTraffic
  • RenderCollisionFidelityLod
  • ScriptProfilerSamplingCallgraph
  • ShadowCastingBudgetCastshadowLightShadows
  • SlimStaticModelsAndAvatars
  • SpatialQueriesVsDistanceLoops
  • StreamingEnabledClientMemory
  • TableReuseBufferGcPressure
  • TaskSpawnDeferDelaySchedulingSemantics
  • TextureMemoryPixelCountSpriteSheets
PhysicsVfx35
  • AdditiveCameraShakeWithBindtorenderstep
  • AdsFovZoomTransition
  • AnchoredConveyorAssemblylinearvelocity
  • AssemblyRootPartSelectionRootpriorityMassless
  • BeamFacecameraBillboardSprite
  • BeamTrajectoryArcWithCurvesize
  • CollisionGroupsWithPhysicsservice
  • CustomGravityFieldsWithVectorforce
  • DestructibleStructureWeldSevering
  • EditablemeshRuntimeDeformation
  • ExplosionInstanceBlastImpulse
  • HighlightDepthModeXrayOutline
  • HingeServoVsMotorPoweredMechanisms
  • ImpactDecalsWithSurfaceguiProjection
  • KinematicBallControllerClientPrediction
  • MigratingBodyMoversToConstraints
  • MuzzleFlashShellEjectVfxPooling
  • NetworkOwnershipForClientDrivenParts
  • ParticleBudgetRateCapAndFillRate
  • ParticleEffectLifecycleEmitVsEnabled
  • ParticleEmitterShapesRingsAndInwardCharge
  • ParticleFlipbookAnimatedTextures
  • PositionSmoothingRendererSimulatedSplit
  • PredictiveInstanceStitchingBindtosimulation
  • RagdollWithAnimationconstraint
  • RaycastSuspensionWithVectorforce
  • RecoilCameraKickSpring
  • RobloxPhysicalUnitsForTuningForcesAndSpeeds
  • RopeGrappleWithRopeconstraint
  • SoftBodySpringLattice
  • StateDrivenScreenEffectsWithPostfx
  • TouchedEventsPhysicalMotionOnlyAndTouchendedBounds
  • WaterSplashRippleParticleTrigger
  • WeaponTrailWithAttachments
  • WeldconstraintVsMotor6dVsRigidconstraint
GameLoopRounds32
  • AfkIdleKickDuringRound
  • BattleRoyaleShrinkingZoneStorm
  • BindtocloseMidRoundShutdown
  • CapturePointScoringServerTick
  • CrossServerMessagingLimits
  • EventDrivenWinConditionDetection
  • LiveUpdateMigrationRoundState
  • LobbyArenaSpawnAssignmentRespawnlocation
  • ManualRespawnLockEliminationRounds
  • MapVotingIntermission
  • MatchScoreBestOfNRoundResets
  • MatchmakingServerAttributesRoundState
  • MidRoundTeamRebalanceOnQuit
  • MinimumPlayerThresholdLobbyStart
  • OrderedCheckpointChainCompletionValidation
  • PerRoundLeaderstats
  • PlayerExitReasonLeaveClassification
  • PostRoundMvpMultiCategoryAwards
  • ReadyUpPlayerReadyCheck
  • ReservedServerMatchmaking
  • RosterSnapshotAfterCountdown
  • RoundLifecycleStateMachine
  • RoundMapSwapTerrainRegionBundle
  • RoundStartSpawnProtectionForcefield
  • SaveOnRoundEndVsSaveOnLeave
  • ServerAuthoritativeCountdownTimer
  • SpectatorModeAfterElimination
  • StateReplayKillcamRecording
  • SuddenDeathOvertimeExtension
  • TeamBalancingRoundStart
  • TeleportFailureRetryWithBackoff
  • TournamentBracketReservedServerProgression
ToolingArchitecture37
  • AutomatedDeployRojoBuildOpenCloudPublish
  • BreakingModuleRequireCycles
  • CastVisualizerDebugAdornments
  • ChangehistoryservicePluginUndoRedo
  • CiLintFormatPipelineSeleneStylua
  • ClientServerModuleOrganization
  • CollectionsQueryBasedInstanceGroupsCallbacks
  • CollectionserviceTagsDataDrivenInstances
  • ComponentCompositionOverInheritance
  • CustomSignalVsBindableevent
  • DataDrivenWeaponStatsModulescript
  • DiscordWebhookAlertProxyArchitecture
  • HotReloadingModulescriptsCustomRequire
  • LocalizationTableRuntimeTranslation
  • LuauExecutionTaskBatchingAnd429Budget
  • LuauLspSourcemapTypecheckingCi
  • ModuleSingletonServiceLoaderPattern
  • OpenCloudApiKeyScopingExternalTools
  • PluginSettingsPersistenceGetsettingSetsetting
  • RequireByStringSelfGameAliasesResolution
  • ResultTypeExpectedFailureHandling
  • RobloxPackagesSharedModuleSync
  • RojoExternalEditorProjectStructure
  • ScripteditorserviceAutocompleteCallback
  • ScriptprofilerservicePluginAutomation
  • SerializationservicePluginInstanceBuffers
  • StateReplicationLayerPattern
  • StrictLuauTypingAcrossModuleBoundaries
  • StructuredErrorHandlingPcallXpcall
  • StructuredLoggingLogserviceExternalIngestion
  • StudioMcpDatamodelTypesStudioIdAddressing
  • StudioPluginWidgetToolbarArchitecture
  • StudioScriptSyncFileNamingAndLimits
  • SwappableServiceShimMockDatastore
  • TestserviceMulticlientPlaytestAutomation
  • TextchatcommandDevCommandsAuthorization
  • UnitTestingGameLogicWithTestezJestLua
AudioSound22
  • AcousticSimulationOcclusionAudiocancollide
  • AudioAnalyzerClientLoudnessMeter
  • AudioAudibilityQueryForGameplay
  • AudioEmitterListenerWireGraph
  • AudioFaderBusVolumeSettings
  • AudioFollowerTrackPlaybackspeedDriftSync
  • AudioInteractionGroupListenerBuses
  • AudioListenerEqualizerMuffleEffect
  • AudioLoopRegionSeamlessLoop
  • AudioOneshotPlayerCloneWithPrewiredOutput
  • AudioScheduledPlaybackMixerTime
  • AudioSidechainMusicDucking
  • AudioSlowMotionSpeedWithPitchCompensation
  • AudioSpeechToTextVoiceCommandsPushToTalk
  • AudioTextToSpeechNpcVoiceBudget
  • AudioWaveformLipsyncEnvelope
  • AudioplayerFirstPlayLatencyIsreadyWarmPlayer
  • AudioplayerRuntimeStartIsplayingEndedSemantics
  • FootstepSoundFloorMaterialSwap
  • LayeredAmbientSoundscapeBedAndOneShots
  • SoundPlaybackScopeServerLocalAndPlaylocalsound
  • SpatializedSoundWithSoundgroupsAndRolloff
AvatarCustomization17
  • AccessoryAttachmentRigidVsJointed
  • AccessorydescriptionInstanceInExperienceOnlyItems
  • AvatarJointUpgradeMotor6dMigration
  • AvatarLookupRoutesDescriptionModelAppearanceInfo
  • AvatarSwitcherRespawnBasedChangeAndOptOut
  • CatalogSearchParamsPagingAndFilterRules
  • CharacterAppearanceLoadedAccessoryRace
  • DynamicHeadFacecontrolsScriptedExpressions
  • EmoteWheelSetVsEquippedEmotes
  • HumanoiddescriptionUseavatarsettingsNpcParity
  • InExperienceAvatarBodyCreationPrompt
  • InExperienceAvatarEditorSaveFlow
  • LayeredClothingCagemeshVsClassic
  • LayeredOutfitSetaccessoriesOrder
  • MakeupMakeupdescriptionUnderHumanoiddescription
  • SpawnWithCustomDescriptionCharacterautoloads
  • WrapdeformerCageMeshDeformation
LiveOpsAnalytics17
  • AnalyticsCustomEventsFieldsCardinality
  • AnalyticsJourneyEventsNonlinearPaths
  • AnalyticsPlayerSegmentsRuntimePersonalization
  • AnalyticsQueryApiExternalMetricsPoll
  • AnalyticsserviceEconomyEvents
  • BadgeAwardEligibilityAndBatchOwnership
  • ConfigserviceLiveFeatureToggles
  • CreatorHubAlertsDurationBreakdownWebhooks
  • ErrorReportLimitsAndGroupingRules
  • ExperienceNotificationOptInAndSend
  • ExploreCalculatedMetricsPairedEvents
  • LiveopsExternalTriggerPublishmessageCommandBus
  • OpenCloudExperimentsApiAbTesting
  • PerformanceDashboardReleaseRegressionCheck
  • PurchaseFunnelAnalytics
  • ServerHistoryAndLogsCrashTriage
  • ServerRestartScheduledGracefulMigration
SocialMultiplayer22
  • AvatarContextMenuCustomPlayerActions
  • ChatGroupsWhoCanTalkTogether
  • ChatTagsViaAttributesOnIncomingMessage
  • CustomChatBubblesTextchatservice
  • ExperienceEventRsvpPromptAndJoinAttribution
  • FriendsWhoPlayedAndEmptyFriendLists
  • GameInvitePromptLaunchDataRouting
  • GroupRolePerksMultiRoleAndCache
  • InExperienceFeedbackPromptTimingEligibility
  • InExperienceShareLinksExpiringLaunchData
  • JoinFriendInProgressServerInstanceid
  • MatchmakingQueuePartyGrouping
  • OfflinePlayerIdentityLookupsNameUseridThumbnail
  • PartyApiRoundTeamGrouping
  • PresetQuickChatServerMappedIds
  • PrivateServerOwnerPrivileges
  • PrivateTextChannelDirectChatGating
  • ProximityChatShouldDeliverCallback
  • ServerBrowserMemorystoreHeartbeatDirectory
  • SkillBasedMatchmakingWeightedSignals
  • TeamOnlyVoiceAudiodeviceinputAccessList
  • TextChannelDisplaySystemMessagePrivateNotices
InputControls22
  • AimAssistFrictionTrackingCentering
  • ContextActionStackPrioritySinkPass
  • DeviceTiltGravitySteeringInput
  • FreezePlayerMovementInputWithoutWalkspeed
  • GamepadUiNavigation
  • GamepadVirtualCursorForMouseDrivenUi
  • HapticeffectWaveformAndButtonFeedback
  • IasDefaultPlayerScriptsMigration
  • InputActionAnalogStatePollingAndTuning
  • InputDeviceAdaptation
  • KeybindRebindingInputActionSystem
  • KeycodeDisplayStringsLayoutAwarePrompts
  • LockedCursorMouseLookDelta
  • MicroGamepadTvRemoteDetection
  • MobileScreenOrientationLockAtRuntime
  • OnscreenKeyboardSafeInputLayout
  • ScriptableInputBindingFireVirtualControls
  • SoftwareCursorWhenMouseiconRevertsOverGui
  • TouchPinchCustomCameraZoomThumbstickConflict
  • TouchTapInWorldTargetPicking
  • VirtualinputScriptedInputForAutomatedTests
  • VrComfortDefaultCameraScriptsAndQuestBudget
Animation19
  • AdaptiveAnimationHumanoidrigdescriptionCustomRigs
  • AnimationGraphsVisualMotionTrees
  • AnimationMarkerEventsFootstepSync
  • AnimationPublishOwnershipLoopAndEndKeyframe
  • AnimationTrackCachingGetbyid
  • AnimationTrackPriorityLayering
  • AnimationTrackStoppedVsEndedFadeOut
  • AnimatorLodThrottlingProceduralOffsets
  • AnimatorServerCreatedReplicationDesyncTrap
  • AnimatorTrackLimitLeakDiagnosis
  • AvatarSettingsAnimationPacksAndCustomClips
  • DefaultAnimateScriptAnimationIdOverride
  • IkcontrolFootplantUpdateOrderAndPhysicsTargets
  • IkcontrolWeightPriorityAndBlendInOut
  • KeyframeVsCurveAnimationRotationConversion
  • MarkerTimestampsFromKeyframesequenceLookup
  • NpcLookatIkTargetTracking
  • StrafingAnimationsLinearvelocityAttributeRequirements
  • TwoHandedToolGripIkcontrol
LibrariesFrameworks50
  • Adonis
  • Bridgenet2
  • Bytenet
  • Camerashaker
  • CcdikController
  • Charm
  • Cmdr
  • Cullthrottle
  • Darklua
  • Datastore2
  • Ecr
  • Fastcast
  • Fastnoise
  • Fusion
  • Iris
  • Jecs
  • JestLua
  • Knit
  • Lemonsignal
  • Lune
  • Matter
  • Nature2d
  • Octree
  • Otter
  • Plasma
  • Profileservice
  • Profilestore
  • Promise
  • ReactLua
  • Reflex
  • Replion
  • Ripple
  • RobloxTs
  • Rodux
  • Rojo
  • Rokit
  • ShapecastHitbox
  • Sift
  • Simplepath
  • SleitnickComponent
  • Stylua
  • Tarmac
  • Topbarplus
  • TroveJanitorMaid
  • Vetra
  • Vide
  • Wally
  • Windshake
  • Zap
  • Zoneplus

// pricing

Pay once, keep it forever

No subscription. Every future logic is included.

Free edition

€0

Open source, runs on your machine.

Content
Logics50
Categories8
Runs
Local
UpdatesOccasional

Full edition

€7 one-time

Everything, hosted, updated for life.

Content
Logics604
Categories19
SourceLinks1,422
Runs
Hosted
UpdatesFree, forever
ClaudeCode · Cursor · any MCP
Limits per key
ToolCallsPerDay300
FullReadsPerDay100

// setup

One command after purchase

Your license key arrives by email. Paste it in place of YOUR_LICENSE_KEY.

Cursor and other MCP clients
{
  "mcpServers": {
    "brickwise": {
      "url": "https://brickwise.dev/mcp",
      "headers": { "Authorization": "Bearer YOUR_LICENSE_KEY" }
    }
  }
}

// faq

Questions

What is an MCP server?

The Model Context Protocol lets AI assistants call tools. This server gives yours a search engine over Roblox game-development knowledge, so it looks things up instead of guessing.

Which assistants work?

Claude Code, Cursor, Windsurf, VS Code agents and any other client that supports remote (HTTP) MCP servers.

How is it different from the free edition?

The free edition on GitHub has 50 logics in 8 core categories and runs locally. The full edition has all 604 across 19 categories, runs hosted, and gets every future update.

Is there a usage limit?

Each key allows 300 tool calls and 100 full reads per day, far above normal use. Limits reset at 00:00 UTC.

Can I get a refund?

All sales are final, because access is delivered immediately. Try the free edition first to see if it fits your workflow.

Built and maintained by EL4CTEO. Every logic is researched from real DevForum threads, Creator Docs and GitHub repos, then checked against the Roblox engine API before it ships.

Stop your assistant from guessing

600+ sourced Roblox logics. One payment. Yours forever.

Get lifetime access · €7