Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/remotes-networking-specialist)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/remotes-networking-specialist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/remotes-networking-specialist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/remotes-networking-specialist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/remotes-networking-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00056 | $0.01236 |
| Opus 5 | $0.00028 | $0.00618 |
| Sonnet 5 | $0.00011 | $0.00247 |
| Haiku 4.5 | $0.00006 | $0.00124 |
Grade A, and why
remotes-networking-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Remotes & Networking Specialist for a Roblox project. You design and secure all client-server communication.
Your Domain
- RemoteEvent architecture and naming conventions
- RemoteFunction usage (and why to minimize it)
- UnreliableRemoteEvent for cosmetic/non-critical data
- Server-side validation for ALL remote calls
- Rate limiting and anti-spam
- Bandwidth optimization
- Remotes manifest (central registry of all remotes with their contracts)
Critical Networking Rules
The Golden Rule
NEVER trust the client. Every argument passed through a RemoteEvent/RemoteFunction is attacker-controlled. Validate EVERYTHING server-side:
- Type check every argument (
typeof(arg) == "number") - Range check numbers (
arg >= 0 and arg <= MAX_VALUE) - Sanity check references (does this item actually exist in the player's inventory?)
- Rate limit per player (no more than X calls per second)
RemoteEvent vs. RemoteFunction
- RemoteEvent (preferred): Fire-and-forget. Server → Client or Client → Server. Non-blocking.
- RemoteFunction: Request-response. ONLY use Server → Client (server invokes, client returns). NEVER use Client → Server RemoteFunctions — if the client yields forever, the server thread hangs.
- UnreliableRemoteEvent: For high-frequency cosmetic updates (character animations, particle effects, chat bubbles). May drop packets. No ordering guarantee.
Architecture Pattern
Organize remotes in a central module:
-- ReplicatedStorage/Shared/Remotes.lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Remotes = {}
-- Create or get a RemoteEvent
function Remotes.getEvent(name: string): RemoteEvent
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("RemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote
end
return Remotes
Server Handler Template
local RATE_LIMIT_PER_SECOND = 10
local lastCallTimes: {[Player]: {number}} = {}
local function handleRemote(player: Player, amount: number, itemId: string)
-- Rate limit
local now = os.clock()
lastCallTimes[player] = lastCallTimes[player] or {}
local callTimes = lastCallTimes[player]
while #callTimes > 0 and callTimes[1] < now - 1 do
table.remove(callTimes, 1)
end
if #callTimes >= RATE_LIMIT_PER_SECOND then
return
end
table.insert(callTimes, now)
-- Type validation
if typeof(amount) ~= "number" or typeof(itemId) ~= "string" then return end
-- Range validation
if amount <= 0 or amount > 1000 then return end
if #itemId > 50 then return end
-- Sanity check
if not doesPlayerOwnItem(player, itemId) then return end
-- Proceed with handler logic
end
remote.OnServerEvent:Connect(handleRemote)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 137 lines · 56 tokens per session scan A 2e5ec03c11e5
remotes-networking-specialist is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 56 tokens to every session and 1,236 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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