§ How to · with Picoo

How to prevent exploits in Roblox (with AI)

By Sametcan Tasgiran, Founder & Developer·Published ·Updated

Roblox exploits almost always trace to client-trusted state: client-written damage, client-written currency, client-written ammo. Picoo's instructions tell its model to keep that state on the server and validate every RemoteEvent, its linter checks each script it writes for remotes that trust the client, and it can read through your existing scripts when you ask for an exploit audit.

Example output: 4 files · 160 lines of guards. The model writes this code for your game, so the files and line counts vary.

Server-authoritative damage

In this example, damage is calculated on the server after it re-checks the attacker and the target. The client only signals intent.

RemoteEvent guards

Each RemoteEvent gets a rate limit, an input type check and a per-player cooldown. Fires that fail a check are dropped without a reply.

Currency / inventory checks

Currency reads are server-side. Inventory writes are server-side. Client cannot write a leaderstats value or add an item directly.

Input sanitization

Strings get length cap + character whitelist. Numbers get bounds check. Tables get depth + key cap.

Remote checks on every write

Every script Picoo writes passes through its linter before it reaches Studio. It flags RemoteFunction handlers that take client arguments without checking them, RemoteEvent handlers with no type check or no visible rate limit, and LocalScripts that set Humanoid properties such as WalkSpeed.

Rate-limit module

A reusable per-player limiter for any RemoteEvent. It counts calls per player and per remote over a one-second window.

Example output from a build like this

4 files in this example. Picoo writes this code for your prompt, so file names and sizes vary.

ServerScriptService/AntiExploit.lua

Rate-limit + cooldown + sanitization helpers

ReplicatedStorage/Modules/Validate.lua

Input type/range/length checks

ServerScriptService/RemoteGuards.lua

Wrap every Remote with the standard guard pattern

ServerScriptService/AuditReport.lua

Optional log of dropped fires for diagnostics

Sample output: ServerScriptService/AntiExploit.lua

--!strict
-- ServerScriptService/AntiExploit.lua  (example)
local AntiExploit = {}
AntiExploit.__index = AntiExploit

local windows: { [string]: { [number]: { count: number, since: number } } } = {}

function AntiExploit.RateLimit(remoteName: string, player: Player, perSecond: number): boolean
    windows[remoteName] = windows[remoteName] or {}
    local entry = windows[remoteName][player.UserId]
    local now = tick()
    if not entry or now - entry.since > 1 then
        windows[remoteName][player.UserId] = { count = 1, since = now }
        return true
    end
    entry.count += 1
    if entry.count > perSecond then return false end
    return true
end

function AntiExploit.SanitizeString(s: any, maxLen: number): string?
    if type(s) ~= "string" then return nil end
    if #s > maxLen then return nil end
    if s:match("[^%w%s%-_]") then return nil end
    return s
end

return AntiExploit

How to prevent exploits in Roblox

Most Roblox exploits trace to a single root cause: the server trusts state the client wrote. The fix is the same across damage, currency, ammo, position, and inventory: server-authoritative state, server-authoritative validation, client only signals intent.

When a request involves gameplay systems, Picoo's instructions tell the model to keep currency, points and health changes on the server and to check the type, range, rate and ownership of everything a RemoteEvent receives. Two of Picoo's pre-built recipes show the pattern. In sword_tool the client sends only the swing; the server checks the held Tool and the cooldown and picks the target within reach itself. In persistent_shop the client sends only an item id; the price comes from the server's own catalog and is checked against leaderstats on the server.

Rate limits are the second layer. Every RemoteEvent should have a per-player cap; without one, an exploiter can fire an event as fast as their client allows and flood your server. The rate limiter in this example counts calls per player and per remote over a one-second window, so one module covers every Remote.

Input sanitization stops injection-style exploits. String inputs get a length cap and a character whitelist, numbers get a bounds check, and tables get a depth and key cap. The sanitize helper returns nil on rejection and the calling code drops the request without saying which check failed, so an exploiter learns nothing from the reply.

Two checks run on the code itself. Every script Picoo writes goes through its linter before it reaches Studio, and the linter flags RemoteFunction handlers that accept client arguments without checking them, RemoteEvent handlers with no type check or no visible rate limit, and LocalScripts that set Humanoid properties like WalkSpeed. For code already in your game, ask Picoo to audit it for exploits: it reads the scripts in the open place through the Studio plugin and goes through what it finds. Run an audit before launch and after every major feature.

See more on the Luau generator, the AI Luau script writer, the 3D model generator and the game builder, read how Picoo compares with ChatGPT, or browse the full blog.

Frequently asked

What are the most common Roblox exploits?+

Top three: client-written damage (intercept the damage RemoteEvent and write 9999), currency/inventory writes (set leaderstats.Cash on the client), and ProcessReceipt non-idempotency (force a disconnect mid-purchase to get the item twice).

Can Picoo audit my existing game?+

Yes. With Studio connected, ask something like 'audit my game for exploits.' Picoo reads the scripts in your place through the plugin, so there is nothing to paste, and it can point out damage or currency written from the client, remotes without rate limits and unchecked input, then fix the scripts you choose. It reads the place that is open in Studio, so open the place that holds the code you want checked.

Does Picoo check its own code for exploit holes?+

Every script it writes goes through a linter before it reaches Studio. A server RemoteFunction handler that takes client arguments and checks none of them is flagged as an error. A RemoteEvent handler with no type check or no visible rate limit, a hardcoded admin UserId, and a LocalScript that sets Humanoid properties such as WalkSpeed are flagged as warnings. The findings go back to the model with the write.

Does this stop all exploits?+

No system stops all exploits. Server authority stops the most damaging class (state writes). Rate limits stop denial-of-service. Sanitization stops injection. Adversaries adapt, so keep auditing as the game grows.

What about Byfron / Hyperion?+

Roblox's anti-cheat (Hyperion on Windows) catches injection-based exploits at the process level. It does not catch logic-level exploits — those live in your code. Picoo works on the code-level layer; Hyperion handles the process-level layer.

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