Are you ready to use this new AMAZING plugin?

why stop there? i also really want it to include realistic smoke physics and a 2d engine
oh please make sure the smoke physics are actually obfuscated - but nothing else is!

put it in the terms of end user policy or whatever that you’re not even allowed to open the module script or it immediately throws you into a lawsuit

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thank you for your suggestion i appreciate it

thanks you for your suggestion i appreciate it

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see nature 2d, you’ll probably lose ur atomic level mind lol. jk

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also, i just made my first module actually:

whats your thought on the post?

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I already made something like this module and I learned a lot from it:
Function Helper | Coding made easier - Resources / Community Resources - Developer Forum | Roblox

I realized that these types of modules aren’t great because they provide such niche cases. If you want to make a utils module, you need hundreds of functions to handle at the very least a few use cases. Also if you want someone to not share source code make ur plugin paid.

30+ functions won’t get you anywhere. Make a whole library of modules for different things like objects, models, math, time, building, ui, weapons, inventory, character, etc… No one will use your module if there are only a few functions. Also, your functions are already integrated in roblox by default, so your module really has no point. Spend some time and effort into making a module that has a lot of good util functions that some people might actually find useful.

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the plugin do things in bulk instead of 1 by 1

Me when i write 3 additional lines instead of using a useless plugin :exploding_head::exploding_head::exploding_head::exploding_head::exploding_head:

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My honest opinion:
You should separate the module into different categories, this is to avoid bloat and unnecessary footprint. For example, the table categories has anything that has to do with tables, like copying, reconciling, etc; and string categories that has anything to do with strings, like starts with, ends with, contains, etc

By allowing the user to choose which of your modules to use, instead of all in one; you grant them the ability to organize, optimize, and simplify

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Suggestions is needed !
please if any one have a suggestion for a function or any thing else please send it here because the pro version will release very soon and i need your suggestion to make it even better.

You should add Module.Print() which prints the provided message out with nothing extra.

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so i got you a release date for the pro version !
ExtraFunction Pro will release in . . . . early November 2024 !

why is this delay ?

i know , i said that the pro version going to release in the coming days but unfortunately i need more time to make the pro version even better
i am adding more functions and i also added event !

please if you have any suggestion please send it here your suggestions may make difference !

stay tuned for the pro version it is much better than the regular version !

Nobody will use the free one let alone the paid one :skull:

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there is already some people using the free version

“some” people huh? probably the lazy ones

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for my first plugin the plugin did good

I can’t wait for the update! Been using this for a few weeks now and the API is awesome, with combination with the incredible DX.

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so there is now 50 functions in the pro version ! what do you think ?

Behold, a plugin which could legitimately just have been a private code snippet collection!
Every function is replaceable with a 1–4 lines of code, the functions themselves aren’t difficult to write nor plan out, it’s just a nothing-burger.


This function, it’s–, it’s nothing!


So if this gets popular, every single developer who uses this needs to reach out to you if they decide to profit off their games…

Also, if there is no verification system or any extra features, you do not need a plugin installer.

I’m preordering a hazmat suit in case I’ll ever see the pro version’s code.

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users can publish games using the plugin but can not share the module source code