Error:
Line:
local MDClass = require(script.MDClass)
This just started today after I updated my studio. ![]()
Error:
Line:
local MDClass = require(script.MDClass)
This just started today after I updated my studio. ![]()
Well that’s awkward. There goes half my plugins.
I was aware that in plugins you couldn’t require modules from the site (for security reasons), but it sucks that they stopped working for actual modules in-game ![]()
I think it’s a protection to stop level 2 scripts from accessing higher stuff by using plugins.
Of course, totally useless protection, which doesn’t matter in studio anyway, so I’m probably wrong.
It’s to make so people can’t spawn other’s modulescript’s, since they only load the source once, it can load a whole map/script pack, from a copylocked model, and imagine if people stole others copylocked models using it xD
-_-
Master…
ANY ModuleScript. i.e. if you made a ModuleScript yourself and included it within the plugin, it can no longer require it.
Ik echo, as i said "plugin requie models etc, if you copy the plugin.
or make a plugin that gets the requie on other module scripts.
Also i wonder why module scripts don’t have it’s own picture, like scripts have.
This was an unintended side effect of closing a place stealing exploit. I am actively working on fix this, sorry for the inconvenience.
love,
a concerned dev who lost a weekend of work
Could’ve been partially my fault… nah
Also, locking the use of requiring modulescripts wouldn’t help against stealing.
(If you can insert a model you want to steal, why run it?)
I think the final fix went out last night. Again, I am sorry for the problems this caused, I was trying to move quickly to close the place stealing exploit as a top priority.
I’d rather have a broken plugin for a week than an exploit going unpatched! Thanks for working on that and getting it fixed. Plugins can use ‘require’ again now.