Heyo!
So I’ve been trying to work with ModuleScripts.
The ones I use are private, and are owned by the group owner.
The Modules are called in one of the group games.
I was wondering what could cause this problem.
The Modules are being called in Scripts inside ServerScriptService
local ZestoScripts = require(game:GetService("InsertService"):LoadAsset(4123188758).MainModule)
game.Players.PlayerAdded:Connect(function(plr)
ZestoScripts.checkAccount(plr)
end)
The module must be uploaded to the group to be used in a group game. A group owner cannot use their own modules in a group game as the ownership is treated differently. Same with InsertService: group games cannot insert private assets, even if the group owner owns them.
Private modules still exist. Third party private module support was dropped. Modules that aren’t public can’t be used by other players or groups.
@ScrxedDev Different error. Asset not trusted means InsertService attempted to load a private asset into a place not directly owned by the same entity that published the model.
There are several topics out there that discuss protection of ModuleScript sources which you can browse through. Most of them are relegated to reliance on third party hosting services; fetching entire code bases and parsing them through a Lua-in-Lua VM or loadstring.
So realistically, without relying on self-supported external services or trusting strangers to host your code, no you can’t protect them necessarily.