I suggested an implementation of the Unity or Unreal Asset Store here on Roblox.
Any code that is closed-source would of course have to be reviewed first by Roblox first, or only trusted developers could publish closed-source items. The code to these items, if set by the uploader would be unable to be viewed or uploaded as a free asset by the buyer.
It doesnât matter. When you upload the model to the library for free, you agree that itâs 100% free for users to edit and use as they please. Thatâs literally in fine print now.
Hiding code in any way should not be allowed since technically all free models have the same license, regardless of what the uploader says it is.
Yeah it might lead to copies, but thatâs what happens when you make something a free model. Itâs 100% free.
Disallowing code obfuscation is actually counter-productive in that it prevents honest developers from working to their full potential. People wanting to distribute malicious code will not be adhering to these rules, and attempting to enforce such a rule is a moderation effort Roblox is not equipped to deal with.
Also open-source doesnât mean more secure, thereâs been examples of this before. NPM being recent example
As LordHammy said, RIP Kohlâs Admin and many other modules developers have provided for the public to use. But this is a step in the right direction since I once encountered an issue where a user tried to do something malicious to one of my places one year ago.
Iâm not saying itâs more secure. Iâm saying that hiding your code for a âfreemium productâ is not a good reason to keep private modules since all models should be 100% open source.
If you or someone else wants to obfuscate your code, thatâs fine. But it should still be available for all to see.
I honestly donât see how this would work⌠Private modules were the only way to keep hard work out of malicious hands. This isnât on anyway going to stop these botted models and it wouldnât stop the majority of underaged users from using the malicious copies.
I honestly believe because of this, people who open their source, especially if itâs something that shouldnât be really opened like an admin or a driving script, both exploits will be easier to be made and botted reuploads will get worse.
If you do want to help, actually solve the problem with botting and taking in reports into consideration, this would stop this a lot more better.
Also, do do the whitelist thingâŚ
I am incredibly disappointed that this was the course of action decided upon but itâs understandable given how quickly a solution was needed. Iâm hoping in the future weâll see more viable methods for hiding code because as people have shown before and in this thread there are perfectly legitimate reasons for allowing private code.
Not to repeat Anaminus but thereâs currently an active thread (that I happened to have created) for more serious discussion of alternatives located here:
At the moment though I worry about the impact this will have on people who use modules to hide web APIs and those who sell products/used private modules to ensure their copy of code was the only one. Again, Iâm disappointed in Roblox, even though I understand why.
In my opinion this is a REALLY good move that shouldâve been implemented long ago. It was something that I recently thought about as developers have been getting GDPR takedown requests. If a game has closed source modules and those modules access data stores thereâs really no way to delete player data stored there.
Make a feature request for having a similar but less exploitable version of privatemodules included in the upcoming packages feature, although I think something like it might already be in the to do list for packages
On the main topic: itâs about time we got rid of privatemodules yeahhhh
I do honestly like how most of you go âYay, itâs about time.â This will ruin complex scripts that need to be privated. For instance, a secret API key or a part of code which if released wonât be as useful because people know how it works. This IS going to ruin a lot of good people.
Thanks Roblox, yet again pushing your fault onto usâŚ
This is a wonderful change. I donât know why this wasnât the norm to begin with. Free models requiring third party closed-source modules are dirty and barely contribute anything worthwhile, canât even open them up and learn anything from them and canât trust them. If you need to make the module closed source, chances are you either arenât doing something right (lets not leave a bunch of API keys or something in there) or (more likely) youâre being a bit greedy. Thereâs no reason a game should ever be able to remotely load something that the place owner either doesnât own or canât take and read, and allowing such to happen gave rise to the massive amounts of âbackdooredâ models that seem to be everywhere.
Will games still be able to use closed-source modules that the game creator has in their inventory (but didnât necessarily make?)
That would be a great idea, a controlled place with assets made by trusted developers. Even if itâs closed source Roblox would have checked it and said A-okay.
It is honestly getting to the point where the majority of the model/ plugin catalog is malicious and private modules are apart of it. However this isnât the best way to go.
You shouldnât be leaving a bunch of sensitive keys sitting in an uploaded module. Flaws have been found multiple times that have allowed people to steal closed-source modules. Doing so would be bad practice and waiting for disaster.
Adonis is open source. It canât really be leaked seeing as I leaked it then on day one lol. Dex explorer is just a GUI that was made by I believe Raspbi pi or someone else that was originally intended to be used for exploiting, but I clipped it down to just be a normal explorer, and without an actual exploit it canât do anything, especially server related. People requested that I add it due to how feature rich it is, so I did (with credit to the original creator.)