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.
npx skills add nonlooped/roblox-suite --skill roblox-networkinggit clone --depth 1 https://github.com/nonlooped/roblox-suiteWrote 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/skills/nonlooped/roblox-suite/roblox-networking)<a href="https://agentmods.dev/skills/nonlooped/roblox-suite/roblox-networking"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-networking/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/skills/nonlooped/roblox-suite/roblox-networking"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-networking.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 | $0.00081 | $0.01456 |
| Opus 5 | $0.00041 | $0.00728 |
| Sonnet 5 | $0.00016 | $0.00291 |
| Haiku 4.5 | $0.00008 | $0.00146 |
Grade A, and why
roblox-networking 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 — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
roblox-networking
Core sources: https://create.roblox.com/docs/projects/client-server , https://create.roblox.com/docs/scripting/security/security-tactics (server-authority techniques), the entire scripting/security/ section (security-tactics, defensive-design, client-server-boundary, network-ownership, access-control, etc.), events/remote and bindable, plus the relevant Engine classes (RemoteEvent, RemoteFunction, Bindable*, RunService, etc.).
The Model in One Sentence
The server is authoritative for game state and simulation. The client simulates for responsiveness and renders what the server tells it. Anything that can be abused (economy, progression, combat outcomes, movement in competitive play) must be validated or simulated on the server.
Communication Tools
RemoteEvent — fire-and-forget across the boundary.
- Client → Server:
RemoteEvent:FireServer(...)→ server handler receives(player, ...) - Server → Client:
FireClient(player, ...)orFireAllClients(...)
RemoteFunction — request/response (yields).
- Client:
InvokeServer(...)→ serverOnServerInvoke(player, ...) - Server can InvokeClient (less common, has caveats).
Critical warning:
RemoteFunction:InvokeClientyields the server until the targeted client returns a value. A hostile or lagging client can leave the invocation pending and hang the server indefinitely. Avoid server→client invocation; if you must use it, enforce a timeout and treat the client as untrusted.
BindableEvent / BindableFunction — same-side only (server modules talking to each other, or client modules). Never cross the network boundary. Perfect for decoupling within one side.
General rule: Client sends intent. Server decides outcome and replicates the result (or lets normal Instance replication handle it).
Server Authority Techniques
- Validate every client action (distance, rate, prerequisites, stamina, line-of-sight, etc.).
- Simulate critical systems on the server (or at least re-execute the important parts).
- Use server tables or Attributes as source of truth, not leaderstats or client-visible values.
- For movement/physics in competitive games: rely on Roblox physics + network ownership + server validation/correction.
- Replicate only what each client needs (don't broadcast entire inventories every frame).
What ships with it
5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 95 lines · 81 tokens per session scan A 015cb6942847
roblox-networking is a skill published in the GitHub repository nonlooped/roblox-suite (14 stars, last pushed 6d ago), licensed MIT. It adds 81 tokens to every session and 1,456 once invoked, about $0.0004 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 2026-08-30.
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