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I kind of hadn’t thought about the memory footprint of this.
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It’s not any form of advertisement or anything and it’s unlikely people will search for this in a leaked place. I don’t think this is a rehashed concept though and I don’t think it’s likely that most exploiters will spend the time to remove this type of thing since it serves as no obstacle. Mitigate place stealing disagreements (they happen a lot!) Give a simple example of how attributes can be used, and 2. This may have been a bad example, but I meant for this to 1. I always assume exploiters know how for the sake of my own safety.
Roblox elysian exploit sake how to#
I’m not banking on the whole “exploiters may not know how” in terms of knowing they exist, where they exist and how to remove them.
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Like, what’s the point in doing something that itself is just another version of a rehashed concept seen for years? Spend your game memory holding something more useful than something that can get overwritten easily. This doesn’t seem like a good idea at all though. A lot more and I’m not clogging the post with my ideas. Most of my VOs are going obsolete with attributes. ValueObjects create too much clutter for me and I’m not really a fan of them, but I use them because they’re of use to me right now. Substitute for ValueObjects and quick replication without remotes. If I ever need some kind of global configuration or something, if it doesn’t need to save, I don’t see why I should spend DataStore requests when they’re already very limited per cycle (minute). Server meta that I just put on the Workspace, same as OP. Custom classes are still something I want, where the object is able to have a literal representation in the DataModel.
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Custom classes objects aren’t so much doable unless you’re willing to sacrifice a large dictionary or use a proxy object, plus you can’t attach functions to an instance via attributes.
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I have use cases up toĭataStore properties (just like the OP: data structures, full data libraries, ids, so on that makes working with DataStores and collating easier)Įxtending an instance’s properties. It’s not changing anything in regards to the current dynamic of place ownership.Īttributes have a wide variety of uses and a lot of my upcoming projects completely depend on attributes meaning I can’t release without them being added in (I currently use an attribute emulator in cases where I can’t wait). Wasting memory by serialising developer data on instances just seems inane and pointless. It seems like another one of those “try to prevent others from stealing my work and removing the credits from the place” schemes. I don’t really see the point at all in taking up memory in your game to “watermark” places. I just want my attributes already, but I don’t feel like this does any justice to their usage. by CSGDictionaryService’s permission levels) it can be proof that you are the true owner of a place if there is some kind of disagreement. What I mean to say by giving these examples is that this type of stuff does happen! Watermarking your content like I’ve shown isn’t great protection really, but if it’s well hidden or protected (e.g. I know for a fact that some DataStore content may have been breached or modified, and content was (maybe!) stolen from the game. This was pretty obscure and I can’t find much.