Make CreatePlaceInPlayerInventoryAsync uneditable

The function CreatePlaceInPlayerInventoryAsync is a good way to allow players to have their own “house” in a game. Unfortunatly the problem is that the player will OWN the house. :frowning:
They will not only access all the scripts that you wrote, but also the building that you put so much effort it.

Who want’s to create a super elegant house just to have it legally stolen if you allow personal houses?

I strongly suggest that CreatePlaceInPlayerInventoryAsync creates a place in the player BUT he can ONLY delete it. Not edit or view it in any other way than through the original game.

I want to create personal dojos for groups to rent, but I’m not gonna give away my corescripts and buildings.

Why can’t you just create the place in your universe?

Cause i’d run out of places instantly.
Scrolling through 3000 dojo copies just to find my original lobby game to update is not an option.

CreatePlaceAsync does not take up active slots, and you aren’t able to join them from the site – you have to teleport into them through the universe. They’re a completely different thing that normal places (you can’t even convert them to a normal place). CreatePlaceAsync is pretty much the same thing as CreatePlaceInPlayerInventoryAsync except it’s saved under your universe and not their account.

It will create a “place” in my place list, where I have my lobby etc. It’ll be a huge mess Ill never find my lobby again.

They’re not under the Develop > My Creations > Places tab at all, and in your inventory, you can’t find them anywhere. The only way to access them is to configure the game and look under the Created Places section:

There is this

EDIT: Ninja’d

And there’s no limit on how many of em I can create I guess?

No limit I’m aware of.

If you were to update your template, does it automatically update the already created places?

No, but I have my universe set up where if it tries to teleport to an OutDated place, it will update it (by create another Place) and change the Teleport destination to the new place in the DataStore.

Nope. Since you can save to those places, if you went and automatically updated all of them, you might overwrite some with changes.

What you can do (if you want to avoid creating more places) is package all of your scripts into a module and require that or publish them as models and insert them through InsertService. Actually, you could just use LinkedSource for that now. From the OP, it sounds like you’re letting them own houses furnished by content you made, so you can store the models for those furniture in a module and then whenever you load the place it loads the most recent model of that furniture (or house).

Sounds like a huge waste of roblox storage?
Is there anyway to delete the old place without doing it manually?

No way to delete the place (that game in the screenshot I posted earlier was actually created because of that), and ROBLOX always says “oh no problem how many places you create.” If you really want to avoid creating a new place, I posted something while (I assume) you were responding to Baumz.

[quote]
Sounds like a huge waste of roblox storage?
Is there anyway to delete the old place without doing it manually? [/quote]

Oh it is, but there sure is no way I’m going to go through all those generated Servers and manually update them.

And as Echo said, “oh no problem how many places you create” - ROBLOX.

Ah yea, Didnt see yours when I posted.
The scripts are already loaded by module, but I guess if I want to update a certain map Ill just dump the old ones letting em take space forever lol :stuck_out_tongue: