Some use cases are given in the bullet list, in case you missed it.
Does your bot auto upload new instance icons? The current system I use for my plugin uses @Anaminus’ sprite sheet from his API websites GitHub, paired with his GitHub repository’s json list of updated instance info. If yours uploads new icons when new instances come out I might switch over
Yes, it uploads new icons whenever Roblox adds them, as well if any existing icons are updated (e.g. shirts/pants)
Oh that’s cool!! I might port over when I get the chancr
Can it have icons as a sprite sheet including coordinates too?
What do you recommend is the best way to pass this data to the client?
I think you can require public module ids on the client. If not then you can insert it with InsertService on game start up or you should be able to pass the data from the server without any modifications.
Even if it is possible, inserting models through the client is bad practice – you should insert on the server and then only pass the data you care about to the client.
What’s wrong with inserting this module on server start up and requiring it on the client? It’s not anything with sensitive data. It’s just an API dump. Doing extra work to get the data to the client via Remotes sounds like a waste of time when the data is already in an easy-to-consume format.
I think inserting models should generally be avoided anyway, and usually what you’re suggesting is the best way to do it, but I don’t think that should apply as an absolute rule to all situations.
How can you insert on the server in a group game? I added the model into my inventory and I still got errors for “Asset is not trusted for this place” even though I am the group owner
I’m not sure if there’s a way to do that. If you really need the whole API dump on the client then you might have to use remotes. The API dump is in a fairly straightforward format though so you should be able to just pass the module data from require into a remote and receive it on the client, assuming the data isn’t too much to send.
Here’s a small example place: ApiDumpOnClient.rbxl (25.4 KB)
As long as you require ApiDump on the server (ideally near startup) then you can call ApiDump on the client at any time and it’ll get a copy of the API Dump.
Why do you have the double check?
if game:GetService('RunService'):IsClient() and not game:GetService('RunService'):IsServer() then
I’m still running with Accurate Play Solo off, and with Accurate Play Solo off both IsClient
and IsServer
return true.
How can you tell the difference between a property v.s. a function and etc… As I’m trying to get the properties of a part
Out of curiosity, is this still being kept up to date? I was thinking of using it for some stuff.
Nope, Roblox killed bots which broke the automatic part of this.
Will you attempt to make a fix for this or is this module now “dead”?
There is not much to fix. If we ever get something like API keys that don’t require captcha, maybe this will change.
I know this is a bump, but it is important for future viewers.
You should probably change the title from “auto-updated” if this is no longer being updated automatically / at all.