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 TabooHarmony/roblox-brain --skill roblox-networkinggit clone --depth 1 https://github.com/TabooHarmony/roblox-brainWrote 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/tabooharmony/roblox-brain/roblox-networking)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-networking"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/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/tabooharmony/roblox-brain/roblox-networking"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00029 | $0.00655 |
| Opus 5 | $0.00015 | $0.00328 |
| Sonnet 5 | $0.00006 | $0.00131 |
| Haiku 4.5 | $0.00003 | $0.00065 |
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 4d 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 — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.
roblox networking
When to Load
Load when adding a remote, handling untrusted client input, implementing cooldowns, or deciding which side owns a gameplay result.
Quick Reference
- Treat every client argument as attacker-controlled input.
- Validate type, size, ownership, state, distance, and cooldown on the server.
- Look up prices, damage, rewards, and permissions from server-owned definitions.
- Choose the authority model before designing movement or continuous simulation. Server Authority uses client input prediction and server rollback; it is not the same thing as handing a part to a client with
SetNetworkOwner. - For simulation-affecting input in Server Authority, use
InputAction/InputContextandRunService:BindToSimulation()(requiresWorkspace.UseFixedSimulationenabled in Studio) rather than feeding continuous input through aRemoteEvent. - Use events for most gameplay requests. Keep
RemoteFunctioncalls short and bounded. - Use
RemoteEventfor reliable state changes within its event channel. Do not assume a RemoteEvent is ordered with property or attribute replication; use one explicit state channel or version the state when ordering matters. UseUnreliableRemoteEventonly for replaceable or ephemeral data such as VFX and continuous snapshots. - Unreliable does not mean automatically faster: delivery is unordered, packets may be dropped, and payloads should stay at or below the documented 1000-byte limit.
- Measure payload size and fire rate under load. Do not treat a community packet-size estimator as an official wire-format specification.
- Validate numeric inputs for NaN and infinity (
x ~= x,math.abs(x) == math.huge) before range checks:NaNdefeats</>. Apply the same class of check to strings:utf8.len(s)returns nil for malformed UTF-8 that would fail a DataStore save. - Rate limits protect the server, but validation must still reject invalid requests.
- Record suspicious behavior and use thresholds. Do not punish a player for one malformed packet.
What ships with it
1 file 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.
- 4d ago Changed 02753e2338be
- 10d ago First seen · 39 lines · 29 tokens per session scan A 3928eced3761
roblox-networking is a skill published in the GitHub repository TabooHarmony/roblox-brain (42 stars, last pushed 4d ago), licensed MIT. It adds 29 tokens to every session and 655 once invoked, about $0.0001 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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