
roblox-core
Choose Roblox services, script locations, and execution contexts. Use for Luau types, serialization, module loading, streaming, and client-server data model questions.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/nonlooped/roblox-suite --skill roblox-core- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads roblox-core automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
roblox-core
Key sources: https://create.roblox.com/docs/en-us/scripting/services, https://create.roblox.com/docs/en-us/luau, https://create.roblox.com/docs/en-us/luau/tables, https://create.roblox.com/docs/en-us/luau/type-checking, https://create.roblox.com/docs/en-us/scripting/locations, https://create.roblox.com/docs/en-us/projects/data-model, https://create.roblox.com/docs/en-us/projects/client-server, https://create.roblox.com/docs/en-us/workspace/streaming, https://create.roblox.com/docs/en-us/scripting/multithreading, https://create.roblox.com/docs/en-us/scripting/attributes
Script initialization
local Service = game:GetService("ServiceName"). Do this once, name the variable after the service.local Module = require(ReplicatedStorage:WaitForChild("Module"))- Local helper functions.
- Connect to events.
Services are the primary way you access engine functionality instead of a traditional standard library.
Modern task library
Use the modern task API; the legacy globals wait(), spawn(), and delay() are deprecated/soft-deprecated:
task.wait(n?): yields for aboutnseconds (default one frame) and returns elapsed time.task.spawn(f, ...): schedulesfto run asynchronously.task.defer(f, ...): defersfuntil after the current event cycle.task.cancel(thread): cancels a thread returned bytask.spawn/task.defer.
For parallel code, task.desynchronize() and task.synchronize() move the current thread between the parallel and serial phases.
Services by purpose
Container / hierarchy services (visible in Explorer, part of the DataModel):
- Workspace (3D content)
- Lighting (environment, atmosphere, post effects)
- ReplicatedStorage / ReplicatedFirst (shared code & assets)
- ServerScriptService (server-only logic)
- StarterGui / StarterPlayer / StarterPack (templates cloned to players)
- Players, Teams, SoundService, etc.
Core runtime & scripting services:
- RunService: Heartbeat fires after physics on both sides; PreSimulation fires before physics on both sides; PreRender is client-only and fires before rendering.
- TweenService (see animation skill)
- CollectionService (tags)
- ContextActionService, UserInputService, GuiService
- ContentProvider (preloading)
Cloud / persistence / cross-server:
- DataStoreService, MemoryStoreService, MessagingService (see roblox-datastores skill)
Monetization:
- MarketplaceService (gamepasses, dev products; see dedicated skill)
- BadgeService, etc.
Other high-value ones: TeleportService, AnalyticsService, HttpService (outbound only + JSONEncode/Decode), PathfindingService, etc.
Discover services with game:GetService (known services) or game:FindService (optional). Avoid using game:GetChildren() for service discovery. Not every DataModel child is a service, and services can be lazily created. Acquire each service once per script/module.
Instance creation best practice
Configure an instance before parenting it to avoid redundant replication and extra changed events:
local part = Instance.new("Part")
part.Anchored = true
part.Size = Vector3.new(4, 1, 2)
part.Position = Vector3.new(0, 10, 0)
part.Parent = workspace
Set Parent last; do not use the Instance.new("Part", parent) two-argument form.
Types and serialization
Read luau-data-types-and-serialization.md before designing persisted values or debugging serialization. DataStores, JSON, and remotes have different supported types. A successful JSONEncode is a useful check, but it does not prove that a value meets every DataStore constraint.
Type checking
Gradual and opt-in. Use --!strict at the top of a file (it is file-level) or a .luaurc project configuration for project-wide type checking. Add annotations (local x: number, function signatures) for large modules. Inference does a lot of the work. Catches bugs at edit time with zero runtime cost.
Script locations and execution contexts
- ServerScriptService + Script (
RunContext.Server) → server only, with access to server APIs such as DataStores. - ReplicatedStorage → stores shared ModuleScripts/assets. A Script here only runs if its
RunContextis set toClientorServer; use ModuleScripts for shared logic. - StarterGui + LocalScript → per-player client only (inside the cloned PlayerGui).
- ReplicatedFirst + LocalScript → very early client execution (loading screens).
- Actor + Script with
RunContext.Client/Server→ can run Parallel Luau when the code callstask.desynchronize()or usesConnectParallel(). The Actor must be parented to the DataModel and the Script must have an explicit RunContext; placing a Script inside an Actor alone does not parallelize it.require()can be called from parallel contexts only when the module itself is parallel-safe; most engine APIs and many modules are not. - Tools have special execution contexts. HopperBins are deprecated/legacy and should not be used for new work.
Modern Roblox uses BaseScript.RunContext (Legacy, Server, Client, Plugin). Legacy exists only for backward compatibility and is location-dependent; prefer explicit Server or Client for new code. RunContext is set in Studio's Properties window and is read-only at runtime.
Always branch runtime authority with RunService:IsServer() and IsClient(). IsStudio() detects the environment (Studio vs. live), not runtime context, so use it only for test/development guards.
Never put datastore writes, economy, or authoritative gameplay logic anywhere a client can influence it directly.
"Files" and data in Luau/Roblox
Inside a running experience there is no direct filesystem access (security). You cannot open arbitrary files or write player-visible logs.
What you have instead:
- DataStores / MemoryStores for persistent or temporary "save data".
- ModuleScripts for reusable code (
requireworks like a cached module system: a ModuleScript runs once and returns the same value on subsequent requires). - HttpService:JSONEncode/Decode + web calls for external data exchange.
- In Studio: plugins have limited file APIs, and external tools (Rojo, Script Sync) can sync code from the filesystem, but experience scripts never have arbitrary filesystem access.
For complex data you often serialize tables to JSON strings for storage or transmission.
Additional runtime considerations
- Attributes: use
:SetAttribute/GetAttributefor lightweight per-instance data; prefer them over legacy Value objects. - Random: use the
Randomclass (Random.new(seed)) for deterministic or independent random streams instead of globalmath.randomseed. - StreamingEnabled: on the client, instances can stream in/out; always use
WaitForChild/Instance.StreamingModedefensively and avoid hard references to far-away parts. - table utilities:
table.create(n, value),table.find(t, value),table.clone(t), andtable.freeze(t)/table.isfrozen(t)are the modern helpers. - BaseScript.Enabled: disables/enables a script without deleting it.
- ModuleScript caching:
requireexecutes a ModuleScript once per environment and caches the returned value. - Sequence / physical types:
NumberSequence,ColorSequence, andPhysicalPropertiesare common Roblox datatypes for particles, beams, and part materials.
Architecture foundations
- Server authority is the default safe posture.
- Replication is selective and streaming-aware.
- Use ReplicatedStorage for shared modules/assets, ServerScriptService for server logic, StarterGui for client UI entry points.
- CollectionService tags + Attributes for lightweight grouping and data without heavy Instance hierarchies.
- Parallel Luau + Actors when you need CPU-bound work off the main thread.
Scripts
scripts/ServiceHelper.lua: small utilities for safely acquiring services and requiring modules with timeouts.
Reference index
- luau-data-types-and-serialization.md: Choose data types or diagnose serialization failures.
- script-locations-contexts-and-architecture.md: Decide where scripts run or debug loading and replication.
- services-catalog-and-usage.md: Choose a service or load services and modules.
FAQ
What does the roblox-core skill do?
Choose Roblox services, script locations, and execution contexts. Use for Luau types, serialization, module loading, streaming, and client-server data model questions.
How do I install roblox-core?
Run npx skills add https://github.com/nonlooped/roblox-suite --skill roblox-core in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-core/ (personal) or .claude/skills/roblox-core/ (project).
Which AI agents can use roblox-core?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is roblox-core safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains roblox-core?
It is published by nonlooped in nonlooped/roblox-suite. It has 310 recorded installs.
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