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-server-datagit 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-server-data)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-server-data"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-server-data/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-server-data"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-server-data.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 | $0.00032 | $0.00746 |
| Opus 5.5 | $0.00013 | $0.00298 |
| Sonnet 5.5 | $0.00006 | $0.00149 |
| Haiku 4.5 | $0.00003 | $0.00075 |
Grade A, and why
roblox-server-data 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 8d 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 — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox Server & Shared Data
When to Load
Load for leaderboards, messaging, MemoryStore coordination, world state, seasons, or guilds. Player persistence: roblox-data; Open Cloud: roblox-cloud.
Quick Reference
OrderedDataStore (Leaderboards)
- Sortable DataStore: string keys (
tostring(UserId)), integer sort values;GetSortedAsync→ pages;BatchGetAsyncmulti-key read (missing keys omitted). - Budget bursts via
GetRequestBudgetForRequestType(OrderedWrite)(per server: 30 + numPlayers×5 writes/min). - Leaderboards only, never player saves. Keep
player_<UserId>a static key substring so RTBF templates match.
MessagingService (Cross-Server)
SubscribeAsync/PublishAsync; no delivery or ordering guarantee — design for idempotency.- Request/response:
{reqId}correlation + ack + timeout; no ack ≠ not executed — replay same reqId, don't double-grant. - Budget broadcast receives, not just sends; limits and polling trade-offs: full.md.
GlobalDataStore (Shared State)
- Persistent non-player state (guilds, seasons, counters). Use
UpdateAsync; never for player session data.
MemoryStoreService (Temporary Coordination)
- Queues and sorted maps for expiring matchmaking, leases, coordination.
- Remove a read batch only after successful, idempotent processing.
- Sorted-map paging: last item's
{key, sortKey}= next exclusive bound. Quotas are game-level (one shared pool): request units 1000+120×CCU/min, memory 64 KB+1.2 KB/user, value ≤32 KB, TTL 45 days; batch calls bill per item.
Cross-Server Patterns
- Register servers with expiring heartbeats; notify via MessagingService.
User Identity
- Identify users with
player.User(User.Id,DomainType,DomainId);UserIdstays valid. Domain IDs are per-experience: key cross-server data onUserId.
Pitfalls
- MessagingService: fire-and-forget, unordered; not for time-critical work
- GlobalDataStore: same rate limits as player DataStores
- Never store Instances;
SetAsyncoverwrites — useUpdateAsyncfor shared counters
Store selection and workflows: references/full.md
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.
- 8d ago Changed · +2 lines db7a7c9bb1cc
- 9d ago Changed · -3 lines 1298984b95e5
- 21d ago Changed · +2 lines be32f76258ad
- 1mo ago Changed · -6 lines 799f7e99b93a
- 1mo ago First seen · 59 lines · 32 tokens per session scan A 81b1eb9a83a4
roblox-server-data is a skill published in the GitHub repository TabooHarmony/roblox-brain (124 stars, last pushed 9d ago), licensed MIT. It adds 32 tokens to every session and 746 once invoked, about $0.0001 per session on Opus 5.5. 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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