[BETA] Fork3X - An open-source, complete, and patched fork of the F3X building tools!

PS: This is my very first resource. There might be slightly untidy script parts that aren’t made by me. Please remember this is a fork and that I am not responsible of some clunky parts of code that aren’t made by me.


Fork3X by @Vikko151


Current version: v3.0.2 (follows v2.2.0 by F3X)

Find out what's new in this version

What’s added in v.3.0.2

  • Greatly fixed the scale mode for the resize tool, that didn’t work correctly with multi-parts selections, and even increments with meshes.
  • Made the global mode for the move tool giving the possibility to move attachments globally (instead of the error displayed).
  • Added global rotation for attachments, albeit potentially buggy.
  • Most “F3X” logos have been replaced with “Fork3X” to allow people to recognize the Fork3X more easily.
  • Changed the non-fitting documentation window’s background, with “Fork3X” written in the background to improve aesthetics.
  • Made the documentation window’s tool’s title better-looking.
  • Greatly expanded the documentation for the Paint Tool, the Surface Tool, the Material Tool, the Texture Tool and for the Transformation Tool.
  • Fixed the wrong text in the Anchor Tool (thank you @sytesn)
  • New optimizations, mostly concerning wait() (-> task.wait)

What’s Fork3X?


Fork3X is, as the name says, a forked version of the famous Building Tools by F3X, which is managed by @GigsD4X. It is completely free, and attempts to integrate most raidRoleplay functionalities out of the box (anti-anchor bomb, anti-grief support, etc…)

Some pictures of the Fork3X








What does Fork3X include compared to F3X?


For tools:

  • Support for Particle Emitters (with NumberRanges and NumberSequences), highlights and selectionboxes as effects.
  • A marketplace tool to find decals without proxy (if you have a proxy, you can add more things tho).
  • A text tool to write text that gets filtered and with RichText support.
  • A transformation tool to make unions.
  • 3 more constraints: ropes, rods and hinges.
  • Support for attachments.
  • A scale mode for the resize tool to scale models without losing proportions.
  • Fast mode for images incase F3X don’t restore their servers.
  • Color for decals.
  • Reverting anchor will also revert CFrame.

I will likely expand this part a bit.


For utilities:

  • A grouping and multiselecting button to let any user group, ungroup and multiselect.
  • A save/load tool that allows you to save your builds via datastores.
  • A hint system to know what you’re pointing with your mouse next to it.
  • Support for Deferred SignalBehavior and StreamingEnabled.
  • Ability to change slightly what’s displayed in the Explorer (you can add for example who owns a part)

This probably has to be expanded.


For security:

  • A flexible options module that allows you to hide Explorer, disable Save/Load, remove creatable instance, kick/ban/warn people when they do “bad stuff”, blacklist malicious images (c00lkidd e. g.), etc…
  • A webhook module by somebody I cannot find back sadly (if you’re the creator of this module, please let me know) to send messages to your Discord. You put your webhook in a server script, so you should be safe from hackers!
  • Support for anti-griefing: two functions in the options module to configure for a fully functional anti-grief system.
  • Cloning delay.

I will expand this part if there’s anything more to add.


Can I use raidRoleplay and Fork3X at the same time?


You can, but you must be able to modify more or less unclean pieces of code in raidRoleplay in order to make it support Fork3X. The problem is the log that can only log actions found in the original building tools. Every new tools won’t return anything without raidRoleplay being modified.


How do I get the Fork3X?


There’s sadly no Fork3X free model due to Roblox’s unacceptable model moderation. I almost got my account banned for a model that doesn’t contain any require(), genfenv() (that are used in the building tools!) and etc…

Instead, my ways to distribute the Fork3X are:

If you want to use them in your game, I strongly advise you to have a look at the Options module, where stand every settings you need.


FAQ


Q: Is this project open-source?

A: Yes, it is. The building tools by F3X are free to use, meaning there’s almost no reason in making this closed source.

Q: People can lag bomb with particle emitters!

A: A security for this is integrated to the building tools.

Q: How do I use NumberRanges and NumberSequences?

A: Simply by writing X,Y. X is the property at the start and Y at the end. For example, setting a particle emitter’s Opacity to 0,1 will make the particles fade before they disappear.

Q: Is the dropdown bug fixed?

A: Of course! It is completely functional in this version.

Q: Why is the code a little bit janky?

A: Because I’m sadly not the creator of the original building tools. I mightn’t understand some things very well, hence why I might use some strange manners. Sorry!

Q: How can I support the project?

A: By using it! I make stuff on Roblox exclusively for fun. There isn’t any financial goal behind my projects.

Q: I use v3.0.2/3 and I get kicked when undoing parts!

A: I’m sorry for the inconvenience! This is a bug I’m aware and that should be fixed in the next version!


Would you use Fork3X over F3X?
  • Yes, I’d like to only use Fork3X.
  • I’d like to use them when the plugin will release.
  • No, because I simply don’t use F3X.
  • No, I find F3X better than Fork3X.

0 voters

PS: since the plugin released, voting the second option has to be taken as if you voted the first option.

EDIT: The plugin can be found on the GitHub. Stop putting the second answer. :sob:

How do you find the presentation? (please expand if it’s under 8)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10

0 voters

Do you know how to script? (question asked to know if specific things need to be updated)
  • I’m experienced
  • I’m a beginner
  • I’m not a scripter

0 voters

Fun fact: This project was made in 7 months.

18 Likes

as someone who has tried to pick apart the original F3X tools for my own use, having someone else do it and opensource it is quite nice, I do wonder if you changed the box collision detection, since it was written back in 2013-14, and wasn’t using any of the modern methods, it was just math checking for intersections, and the original writer(AxisAngle) for the collision detection they were using said WorldRoot:GetPartsInPart(and similar) would be better to use when I asked him about it.

so I guess mostly what I’m asking, is did you replace all the deprecated stuff with the newer variants(swapping to task library, Connect vs connect, etc)?

3 Likes

I still didn’t do a lot for that. I wanted to release the plugin in some time and patch those things. However I can promise that what’s new has some fresh code. I just first wanted to have a first review on the stability, but thanks for pointing out!

It uses the new method tho. F3X released some silent updates, including one with this.

what is going on with the takedown of resources, seriously

99% of plugins get taken down for no reason once in their lifespan

1 Like

it’s roblox “preventing” virus/hack systems from free models, meaning they pretty much just block anything with a script that requires via ID(instead of explorer path), uses loadstring, or genfenv, instead of doing a more indepth investigation as to what it’s requiring/loading/generating.
the annoying part is I believe it’s an automated system, so it often gets false claims as well

really? the version of the tool I have doesn’t, guess it could just be an outdated version

1 Like

Well, I remember it doesn’t use the old method, but the latest release on GitHub is from 2017, and it got updated last time in 2025.

EDIT: For your consideration, the Region module (which is AxisAngle’s module) is still in the Building tools, however it isn’t used at all.

I just released a minuscule change to the GitHub. I recreated it as a fork from the F3X’s GitHub to respect their work.

Anyway, the v.3.0.1 released, alongside with the plugin! You can learn how to set it up by looking at the update log. I’ll quote it for you:

Enjoy the update!

bug
There’s an issue on the help pane of Anchor tools, shown in the image attached. Can you fix?

1 Like

I am aware of this issue and will fix in in v3.0.2.

I developed this product and in order to get feedback, I developed it in a game that had some fame. I wanted to re-use the rich text from the anchor tool and mistakely took it as the decoration tool.

By the way, next update will fix the scale mode when selecting multiple parts, a bug where you get both resize and move handles at the same time when using resize tool on an attachment, and update the documentation (this one included).

Also, remember this project may look stable, but it’s actually more “beta” than you may think. Your feedback is very thankful! :+1:

Just as a note, I am not sure if the update will come today or tomorrow, but all I can promise is that it will be fixed soon.

v3.0.2 just released!


For the third release, I’ll remind that three is the charm. So what does that mean? That a lot of stuff has been done, mostly concerning the documentation!


What’s added in v.3.0.2

  • Greatly fixed the scale mode for the resize tool, that didn’t work correctly with multi-parts selections, and even increments with meshes.
  • Made the global mode for the move tool giving the possibility to move attachments globally (instead of the error displayed).
  • Added global rotation for attachments, albeit potentially buggy.
  • Most “F3X” logos have been replaced with “Fork3X” to allow people to recognize the Fork3X more easily.
  • Changed the non-fitting documentation window’s background, with “Fork3X” written in the background to improve aesthetics.
  • Made the documentation window’s tool’s title better-looking.
  • Greatly expanded the documentation for the Paint Tool, the Surface Tool, the Material Tool, the Texture Tool and for the Transformation Tool.
  • Fixed the wrong text in the Anchor Tool (thank you @sytesn)
  • New optimizations, mostly concerning wait() (-> task.wait)

Oh, and about the GitHub, I’ll be updating the files from the original F3X fork those next days. Enjoy!

1 Like

v3.0.3 is under testing, and I need your opinion!


The v3.0.3 will attempt to make the UI more modern. The F3X building tools, which were developed for a good time now, do have a lot of things that aren’t harmonious at all: like, compare the selection rectangle to the dock! It seems very strange for most of you.

So I decided to refresh the UI a bit, and here are some previews:


Screenshot 2025-04-27 120549!

I need your opinion on that new UI you can find on the GitHub or in the test place. Your feedback is precious! Oh, and do you prefer the dock found above (not rounded) or the one below (rounded):

Which one do you prefer?
  • Non-rounded one
  • Rounded one

0 voters

2 Likes

do you think it would be possible to add support for MaterialVariants?

Nice question you ask. I actually planned to support it in the future. The code I made is already almost ready to support MaterialVariant, and it’s great you remind me to add this in the v3.0.3!

EDIT: I added MaterialVariants in the system, but because of the extreme MaterialService’s constraints, you cannot have previews out of the box in-game.

So I managed to add a workaround which is to add a “ColorMap” attribute to the MaterialVariants. You’ll be able to simply set this up in a matter of seconds with this command:

for _, MaterialVariant in game:GetService("MaterialService"):GetDescendants() do 	
	if MaterialVariant:IsA("MaterialVariant") then 
		MaterialVariant:SetAttribute("ColorMap",MaterialVariant.ColorMap) 
	end 
end

Whatsoever, the result seems pretty functional:

2 Likes

Im very interested in implementing this in my game! Would you add me so we could talk more about this, your help would be greatly appreciated :smiley:

You can also ask for help here or via DMs if it’s specific to your game! There’s 0 problem.

To set this up, like I said before:

So you can download the file from the GitHub depending on your need, or if you want something safer, you can also open the uncopylocked place, take the Building Tools, and use them for your own purposes.

If you wonder about the plugin, you can also download the .rbxmx file and put it in Users → YourUserNameHere → AppData (it’s hidden, you can simply add it to the address bar) → Local → Roblox → Plugins, or just, in the uncopylocked place, right-click the building tools and click on “Save as Local Plugin…”

You can also have fun doing whatever you want with the code. It is 100% open-source. Otherwisely, I think that this will fit your game very well.

1 Like

thank you so much omg as an f3x connoisseur this is the highlight of my month

only took a quick peek at the post, so dont know if there is plot support for this yet

I think it’s already supported before. It’s just because the code is horrible and doesn’t let us understand how to make plots.

I personally never experienced them. I planned to make a documentation, so maybe will this help.

Behold, the v3.0.3-

Oh, nevermind, it will be skipped! Actually, I will directly aim for a bigger update which is v3.1.0. It will include a whole UI overhaul (with the choice of keeping the old one and adding themes), hence why it takes a lot of time to come.

You know, I don’t want to ruin a product because of a UI. Lots of you prefer the blocky UI, whereas other people might prefer the rounded one. It’s completely normal. I don’t want to force something no one asked, so I rather taking my time to really make this an update, not a revamp.


Here’s a list of the things that are promised to be added in this version:

  • A new default interface that’s made to fit the Chrome UI better.
  • Themes: create your own Roact modules, interfaces, and share them to everyone in ease.
  • Support for material variants (thank you @xNick25 for the idea!)
  • Mesh resizing: I noticed that resizing doesn’t change meshes, which is pretty annoying.
  • Removal of many deprecated properties (Velocity → AssemblyLinearVelocity)
  • Ability to disable some properties on tools (disable particle emitters and highlights, etc…)
  • More flexibility in the code: the indicator text will have the possibility to be tweened, and other things like that.

About optimizations, I might maybe optimize rectangle selection to only search from unlocked parts to prevent freezes upon ending rectange selection (mostly thinking about games like BYBAT which has a lot of instances).

I hope this list will excite you for the next update! I can send some sneek peaks of the new yet unfinished UI. The samples I posted a week ago are strictly different.

hey, i found very easy to replicate bug(s)

just select a part, delete it, then undo, then your kicked.

if you select 10K+ parts, the game kicks you as a fatal error occurs

mby also expand the decal search box, since its very small

ALSO btw if you could, let us be able to play sounds when a user selects/clicks, deselects, deletes, and copies a part.

tysm this project is amazing

1 Like