Concise example function (conceptual — adapt for your game's allowlist):
-- Requires HttpService
local HttpService = game:GetService("HttpService")
local ALLOWLIST = {
Part = "Anchored","CanCollide","Size","Material","Color",
Model = {},
IntValue = "Value",
StringValue = "Value",
BoolValue = "Value",
}
local function getSafeProps(inst)
local allowed = ALLOWLIST[inst.ClassName] or {}
local props = {}
for _, prop in ipairs(allowed) do
local success, val = pcall(function() return inst[prop] end)
if success then
-- convert Vector3, Color3, CFrame to tables
if typeof(val) == "Vector3" then
props[prop] = x=val.X,y=val.Y,z=val.Z
elseif typeof(val) == "Color3" then
props[prop] = r=val.R,g=val.G,b=val.B
elseif typeof(val) == "CFrame" then
local p = val.Position; local r = val:ToEulerAnglesXYZ()
props[prop] = px=p.X,py=p.Y,pz=p.Z,rx=r[1],ry=r[2],rz=r[3]
else
props[prop] = val
end
end
end
return props
end
local function serializeInstance(inst, depth, maxDepth)
if depth > maxDepth then return nil end
local node = {
className = inst.ClassName,
name = inst.Name,
properties = getSafeProps(inst),
values = {},
children = {},
}
for _, child in ipairs(inst:GetChildren()) do
if child:IsA("ValueBase") then
local vprops = getSafeProps(child)
table.insert(node.values, class = child.ClassName, name = child.Name, properties = vprops)
elseif not child:IsA("ModuleScript") and not child:IsA("Script") and not child:IsA("LocalScript") then
local cnode = serializeInstance(child, depth+1, maxDepth)
if cnode then table.insert(node.children, cnode) end
end
end
return node
end
local function saveRoot(rootInstance)
local tree = serializeInstance(rootInstance, 0, 10)
tree.meta = version = 1, savedAt = os.time()
return HttpService:JSONEncode(tree)
end
| Can Save | Cannot Save | |---------------------------------------|------------------------------------------| | Parts, Meshes, Unions, CSGs | Server Scripts (Script objects) | | Decals, Textures, ImageLabels | ModuleScripts with server logic | | LocalScripts (visible to client) | RemoteFunctions/RemoteEvents implementation | | GUI layouts and styles | DataStore logic | | Animations (if loaded client-side) | Server-side anti-cheat | | Terrain (if client replication allows) | Player inventories / leaderstats updates | | Audio (sound IDs) | Private models (copyrighted assets) |
However, you can legally use SaveInstance on your own games to: Roblox SaveInstance Script
Developers can add scripts that detect if the game environment has been tampered with (e.g., checking for writefile function existence) and shut down the game or ban the user.
-- Roblox SaveInstance Script
-- Services
local DataStoreService = game:GetService("DataStoreService")
-- Configuration
local SAVE_DATASTORE_NAME = "SaveInstanceData"
local SAVE_KEY = "SavedInstance"
-- SaveInstance function
local function SaveInstance(instance)
-- Create a DataStore
local dataStore = DataStoreService:GetDataStore(SAVE_DATASTORE_NAME)
-- Serialize the instance tree
local function SerializeInstance(instance)
local data = {}
-- Serialize properties
for propertyName, propertyValue in pairs(instance) do
if typeof(propertyValue) == "Instance" then
-- Don't serialize instance properties (e.g. Parent)
goto continue
end
if propertyName:match("^_") then
-- Don't serialize internal properties (e.g. _Archivable)
goto continue
end
data[propertyName] = propertyValue
::continue::
end
-- Serialize children
for _, child in pairs(instance:GetChildren()) do
data[#data + 1] = SerializeInstance(child)
end
return data
end
-- Save the instance tree
local serializedInstance = SerializeInstance(instance)
dataStore:SetAsync(SAVE_KEY, serializedInstance)
end
-- LoadInstance function
local function LoadInstance()
-- Create a DataStore
local dataStore = DataStoreService:GetDataStore(SAVE_DATASTORE_NAME)
-- Deserialize the instance tree
local function DeserializeInstance(data)
local instance = Instance.new(data.ClassName)
-- Deserialize properties
for propertyName, propertyValue in pairs(data) do
if propertyName == "ClassName" then
goto continue
end
instance[propertyName] = propertyValue
::continue::
end
-- Deserialize children
for _, childData in pairs(data.Children) do
local childInstance = DeserializeInstance(childData)
childInstance.Parent = instance
end
return instance
end
-- Load the instance tree
local savedInstanceData = dataStore:GetAsync(SAVE_KEY)
if savedInstanceData then
return DeserializeInstance(savedInstanceData)
else
warn("No saved instance data found.")
return nil
end
end
-- Example usage:
-- Save the Workspace instance
SaveInstance(game.Workspace)
-- Load the saved instance
local loadedInstance = LoadInstance()
if loadedInstance then
loadedInstance.Parent = game
end
Roblox is moving toward a fully server‑authoritative model. By 2027, industry experts predict: Detect depth/size limits and bail with an error if too large
For now, the golden age of Roblox exploiting is fading. Developers who once relied on SaveInstance for backups now use official version control like Git + Rojo.
Below is a simplified but actual script format that worked with older executors like KRNL or Electron. Do not use this on live Roblox games unless you own the place. Concise example function (conceptual — adapt for your
-- Basic SaveInstance for certain executors
if not saveinstance then
warn("Your executor does not support saveinstance()")
else
saveinstance(
OutputPath = "saved_place.rbxl", -- File path
SavePlayers = false, -- Skip player objects
SaveScripts = true, -- Attempt to save scripts
DecodeBytecode = true, -- Requires plugin
)
print("Saved successfully!")
end
Some advanced scripts go further:
-- Iterative save with progress local function recursiveSave(parent, depth) depth = depth or 0 for _, child in ipairs(parent:GetChildren()) do print(string.rep(" ", depth) .. child.Name .. " (" .. child.ClassName .. ")") recursiveSave(child, depth + 1) end end
-- Custom serializer that ignores certain classes function serializeInstance(inst, ignoredClasses) ignoredClasses = ignoredClasses or "Player", "Script" local data = {} if table.find(ignoredClasses, inst.ClassName) then return nil end -- ... (property saving logic) return data end