I mean, I used to be an exploiter, the fun wears off in games to simply, its not worth it to exploit at all. The only times I “Exploit” now is with auto clickers, and that is on really abusive games with the player, filled with dark patterns that make them unplayable.
Roblox is not particularly looming against me I’d say, I have said many times I have no problem with taking down RbxStu
if any Roblox staff is concerned about it having some reprecussion, I’m open to taking it down, archiving/deleting the repo and keeping it for private use only.
Still, some people say “Validation fixes everything!”, it really does do wonders, but people undermine the power a client has in games like Obby’s, for example, where kill bricks can be completely deactivated with some little mangling.
I truly do NOT recommend you use any executor, at ALL. I know some of the owners, they’re good and sometimes fairly goofy, the Solara owner does it for literal learning, which I find amusing, but the problem is, you should not benefit the cheating industry, and if you do, you will end up getting banned eventually, as EVERYTHING that is currently released is detected, and Hyperion will not make any “Ah you’re doing it with good intent” kind of deal, they will whack you straight up, and that is great tbf.
RbxStu is practically a learning project, I took various actual client exploits, and just started experimenting with how they implemented custom functions and other deals, the way of getting the state IS unstable, and that really cannot change unless I rewrite it, which i don’t really know when i will.
As a rule of thumb for exploit protection: Don’t trust the client, treat your remote inputs as the devil, if you are willing to sacrifice developer experience for security, turn to using something like ByteNet or Zap, they’re net libs that essentially make all your networking go through buffers, and makes exploiting much tougher when your data goes through remotes becuase you simply cannot peek in to see what happens, normally this will fend off most people who just don’t care enough or aren’t determined enough, if you’re worried about your environment being hooked, you can try running some important parts of the game inside of Actor | Documentation - Roblox Creator Hub, which despite not being an anticheat tool per say, makes a whole new Lua VM where the scripts run, making so hooking is basically impossible unless they have a function called run_on_actor
, which allows them to execute code in them, most fancy games, like Phantom Forces use actors on their anti-cheat stack for reasons like that.
You can also improve the game by adding Delayed bans, why you may ask? Delayed bans makes it so if you detect something, it doesn’t scream at the player “I detected you, cheater” it rather sends them as “i bypassed this, fool developer”, but in reality, it is just a honeypot, and when they release the detected feature, all the ones who cheated, are now detected, flagged and will, eventually, get banned.