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

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):
- Non-rounded one
- Rounded one
0 voters
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:
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
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.
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
I patched that bug. It’s due to the OnlySelectInWorkspace bad behaviour I forgot to condition, and also because I forgot to check if the part’s parent is nil. This should be fixed in v3.1.0. Sorry for the inconvenience.
I have a fix for this you can find here:
It’s true that there’s still a lot of cases that use old methods such as pairs and ipairs I promised to fix in the next update. (ipairs can be replaced with for i = 1, #table do table[i] … that’s faster)
Like, with the marketplace tool? I have to agree this tool is extremely compact (and is my first tool ever, so no miracle).
Like in Let’s Party Infinite (which seems pretty accurate since you have a LPI game)? You can also simply add a script that requires the selection module and that triggers a sound when Selection.Changed is fired. A bit like this:
local Tool = [BTOOLSLOCATIONHERE]
local Core = Tool.Core
local SelectionModule = require(Core.Selection)
local Sound = [SOUNDLOCATIONHERE]
SelectionModule.Changed:Connect(function()
Sound:Play()
end)
That should be working if I’m not wrong, and you can pass yourself from modding.
Thanks for your suggestions by the way! I think I should maybe release a bridge update since those bugs are quite critical.
It’s cool to see someone know what LPI Is ngl meanwhile I had a builder friend try the f3x and he found a ton of issues and it would for some reason falsely kick him as well I am also curious if you would add console support as I have a few friends complaining that its buggy whenever they try using the move, resize, and rotate tool aka the handles would just dislocate from it and they would love console support ofc for it
the images attached are just issues my builder friend had for the record overall I like the f3x but its buggy hope those can be fixed
I know those can be extremely buggy. I am really doing my very best to fix everything right now. It is good to mention that the Fork3X were used to be specific to a game on which I made the building tools, and that I was sure since the start it wouldn’t be 100% perfect out of the box.
The v3.1.0 will include many patches concerning my old yet very clunky methods, and I now mentioned that this is a beta product and that it still mustn’t be used as a complete replacement to the F3X building tools. I can try to explain each scenario’s cause:
This kick is, like I explained before, due to
This one is rather simply to explain: the system checks if your part is too small or too big, and F3X forgot to change the cap from 0.05 to 0.001. I will also fix this in v3.1.0
Yes! This is also an issue I realized with my method concerning attachments. Before, both moving and resizing handles would stack, and with some very barebones changes, seems to appear alone. I have also been trying to fix it, but forgot there’s still a shenanigan to reproduce it.
I understand completely the cause of the issues. I have to remind, but compared to the F3X team, I don’t have a team. I am alone and cannot double check my code, hence why some things like here can happen. Thanks for letting me know! And, could you tell your friend I am 100% aware of the cause of those bugs? Thank you.
Also, to any other person who experiences bugs, all my apologies if v3.0.2 was very buggy. I can promise v3.1.0 will get most bugs fixed.
An urgent patch update (v3.0.3) has been released!
As you may know, the v3.0.2 was extremely buggy, and I was pretty worried about this fact. So I fixed most things that bothered more than one person, making the building tools safer to use, mostly with the fix of blank history steps and false forbidden parts kicks.
Here’s what’s new:
- Fixed a bug where redoing could kick the player for “modifying forbidden objects”.
- Removed the 0.05 studs handle size for good.
- Handles in global mode should appear instantly.
- Rotating shouldn’t have Y and Z inverted.
- Added profiles: create your own themes that can be changed.
- Fixed ghost handles after selecting an attachment with the resize tool. (thank you @Mertired for reporting the bugs above)
- Added support for material variants. If you want to add previews, check this message. (thank you @xNick25)
- Added a 2000 parts/s limit for rectangle selecting to prevent crashes. (thanks @Frostilism)
- You can now toggle whether you want to scale meshes while resizing.
There are probably way more things, but those are the essential patches that make the Fork3X useable. Thanks for your patience, and please report me anything that seems like a bug or that is a bug.
One of the things I wanted with F3x was a ui based option, rather than needing a tool, is that possible with your fork now
I don’t think so, this project is supposed to fork from and patch F3X’s problems and add new features, not completely revamp F3X to a building GUI. You can maybe request them to make an UI only version of this though if you want
thats why I asked if it was possible, the biggest issue with ui conversion was how the ui was handled, but looks like it was messed with heavily here