Break and Steal an EggOwner documentation← Portfolio

#Troubleshooting

Start with Roblox Studio Output, then identify whether the failure is a profile, a model dependency, a server validation or a UI state issue.

#My progress disappears after a Studio test

Check the PersistenceMode player attribute. Temporary mode is expected when DataStore access fails; it deliberately does not save. Use a separate published test experience to verify real saves. Do not remove that safeguard just to silence a warning.

#The shop shows prices but will not buy

Display prices work with zero IDs. Real checkout requires the matching developer-product or game-pass ID. Check Marketplace.ProductIds and GamePassIds, then confirm the offer belongs to the correct experience and has a valid price.

#Models or textures are invisible

Look for access-denied errors, missing mesh IDs and PBR TexturePack dependency failures. Verify permissions under the new account/group's experience. Reuploading a PNG does not repair a private mesh, animation or audio dependency.

#The Admin button is missing

The allowlist is empty by default. Add your numeric UserId in AdminConsoleService, restart the server and check that the local client can request an authorized catalog. A regular player should not see this button.

#An egg refuses placement

Use Place on an unplaced egg and click the floor inside your own pen. Keep away from the fence and other eggs. The server requires a character near the base, ownership, a finite valid position and room within the six-egg limit. Clicking a different player's pen is rejected.

#Existing eggs appear on an automatic grid

Old saves without PlotPosition are migrated to safe positions inside the pen. Newly placed eggs save the exact clicked location relative to the base. Check that both PlotPlacement and the updated MachinesServer are present if eggs still spawn beside the entrance.

#My pets only bounce in place

Check that WorldClient.PetFx has the roaming implementation and that server-created plot pets carry RoamCFrame, RoamHalfSize and RoamStarted. Roaming is a nearby client visual, so server-only inspection will not show each visual step.

#Merge does not accept a click

The actual item button must be Active and connected through the picker. Confirm three distinct UIDs of the same species and matching Titanic state. Also check that egg inventory is not full and none of the inputs disappeared between selection and confirmation.

#The treadmill looks like another base's tier

Confirm ServerStorage.Treadmills, the plot's TreadmillAnchor and the updated PlotService.SetTreadmill. Models now follow player level; they should not be permanently assigned by Base_1, Base_2 and so on.

#Why is Inferno unavailable?

It is disabled in configuration. This is separate from Titanic, which is enabled. See Titanic & Inferno before enabling the provisional event.

#A pause occurs near Ocean, Volcano or Blossom

An instrumented Studio crossing previously delivered roughly 68,000 instances in one burst, with a measured 382 ms worst frame. The rebuilt Fuse Machine contains over 72,000 authored Parts, so its distant geometry can dominate streaming even before reaching the machine itself. After the changes, the same Blossom crossing measured a 23 ms worst frame and about 2,000 arriving instances. First arrival on the wider route still showed a 125 ms frame during other map loading. These measurements are from local Studio runs, not promised frame-rate targets.

StationDetailStreaming keeps Fuse Machine details in ServerStorage.FuseMachineDetailCache while no player is within 450 horizontal studs. Approaching players load the original geometry gradually; details unload when every player is farther than 650 studs. InteractionRegion and recipe spots remain in place. Inspect the station's DetailState and DetailChunkCount attributes. The machine's full geometry can still take time to load, especially when teleporting directly to it; native mesh assets would reduce the underlying Part count further.

ProgressionClient watches only WorldRuntime for player-visibility settings, instead of scheduling work for every streamed map instance. EggFx creates at most two new egg interfaces per heartbeat under a 2 ms scheduling budget. Existing damage and reveal animations continue to update each frame.

Decoration collision is controlled by DecorationCollision: trees, rocks, igloos and other decorative groups have CanCollide, CanTouch and CanQuery disabled. Floors, zone boundaries, station interactions and pen gameplay geometry remain separate.

#Planet X pets or guardian are invisible

The former templates referenced private MeshParts and failed client asset loading. All twelve Planet X species now use repaired primitive geometry from the local saved specifications, with matching Normal, Gold and Diamond templates. These are block-style replacement models, rather than the inaccessible original meshes. Primitive rigs use the added PetMotion path for local idle/walk movement. The Behemoth guardian uses the same repaired geometry.

The previous mesh templates and guardian are archived under ServerStorage.AssetRepairBackups.Zone10BeforeVisibilityRepair. They are not the active render source. Geometry specifications and the driver are retained in the setup's asset-repair/zone10 directory. Save the edited native place in Studio to retain its authored replacement models.