Roblox Saveinstance Script -

  • Detect depth/size limits and bail with an error if too large.
  • Add meta.version and timestamp.
  • 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