Why Can't You Require Public Modules Across Roblox Experiences Anymore?
Roblox has restricted cross-experience module loading, breaking the require() function for public ModuleScripts across different games—a change that affects code reusability and shared library implementations.
Based on Roblox DevForum
New public modules cannot be required across experiences anymore
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View the original post →Developers recently discovered that public ModuleScripts can no longer be loaded across different Roblox experiences using the require() function. A DevForum post highlighted this issue when a simple "hello world" module worked in one creator's place but failed in another, despite being publicly available on the Creator Store.
This represents a significant architectural change to how Roblox handles asset loading and code sharing. The restriction affects any workflow that relied on centralized module libraries accessible across multiple games, forcing developers to rethink how they distribute and maintain shared code.
What Changed with Cross-Experience Module Loading?
Roblox now restricts ModuleScripts from being loaded across experiences that don't share the same creator or group ownership. Previously, developers could publish a ModuleScript to the Creator Store and require it by asset ID from any game, enabling shared libraries and utility functions across the platform.
As discussed in the Roblox Developer Forum, modules now only function within the creator's own experiences or experiences owned by groups they belong to. This means require(assetId) calls to third-party public modules will fail, even if the module is marked as public and available in the Creator Store.
The change appears to be a security and stability measure, preventing potential exploits where malicious actors could modify public modules to inject code into games that depend on them. However, it eliminates a popular pattern for code distribution and collaboration.
Why Did Roblox Implement This Restriction?
Roblox implemented cross-experience module restrictions primarily to address security vulnerabilities and prevent backdoor exploits that could compromise multiple games simultaneously.
Public modules accessible across all experiences created a significant attack vector. A compromised module could inject malicious code into dozens or hundreds of games that depended on it, creating widespread security incidents. By limiting module access to the same creator or group, Roblox reduces the blast radius of potential exploits.
This change aligns with Roblox's broader security initiatives in 2026. The platform has been tightening asset and code security following several high-profile incidents where shared resources were exploited to compromise games. The restriction also prevents unauthorized code execution and intellectual property concerns when games inadvertently load third-party code.
While the security benefits are clear, the change disrupts established workflows. Many developers relied on public module libraries for common functionality like data validation, UI frameworks, or mathematical utilities, and now must adapt their distribution strategies.
How Does This Affect Your Development Workflow?
Developers who maintained shared utility libraries across multiple experiences must now duplicate code or restructure their asset organization. If you previously published modules to the Creator Store for use across your game portfolio, those modules will only work within experiences you own or within the same group.
Third-party module ecosystems are particularly affected. Open-source libraries that developers could easily integrate via require(assetId) now require manual copying and integration. This increases maintenance burden—when a library updates, you must manually update each game rather than having changes propagate automatically through the shared module.
Key workflow impacts include:
- Loss of automatic updates for shared modules across games
- Need to manually copy ModuleScript code into each experience
- Increased version control complexity when maintaining multiple games
- Breaking changes for existing games that relied on cross-experience requires
- Elimination of community module sharing via asset IDs
For team-based development, the restriction is less severe if all your games are under a single group. Modules can still be shared within the group ecosystem, but external collaborations and community resource sharing are significantly hindered.
What Are the Workarounds for Sharing Code Now?
The primary workaround is to copy ModuleScript source code directly into each experience or use external version control systems like GitHub to distribute and synchronize code across projects.
Developers can maintain centralized repositories on platforms like GitHub, then use Roblox Studio's script insertion tools or third-party sync utilities to distribute updates. This approach provides version control and update management, though it requires more manual intervention than the previous require-by-ID system.
Alternative code distribution strategies:
- GitHub or GitLab repositories with manual or automated Studio sync
- Roblox group-based module libraries (all games within one group)
- Copy-paste distribution with version comments for tracking
- Package managers like Wally for Roblox that handle local dependencies
- Studio plugins that import and update external code sources
For open-source community libraries, developers now share source code directly rather than asset IDs. This shifts the distribution model from centralized modules to package management systems or direct code sharing, similar to how traditional programming ecosystems work.
According to discussions on preventing backdoors in Roblox games, this change actually improves security hygiene by forcing developers to explicitly review and own all code in their experiences rather than blindly trusting external modules that could be modified without notice.
How Should You Structure Projects After This Change?
Organize all shared code within a single group if you manage multiple related experiences. Group ownership allows module sharing across all games under that group, maintaining some of the convenience of cross-experience requires while staying within Roblox's new restrictions.
For independent developers with multiple games not under one group, establish a local module repository within Studio. Create a "shared modules" folder structure that you can replicate across projects, and use consistent naming conventions to track versions and update history.
Best practices for post-restriction project structure:
- Consolidate all games under a single group for module sharing
- Implement semantic versioning in module names and comments
- Create a master module repository place within your group
- Use ReplicatedStorage for modules shared across client and server
- Document dependencies clearly in project documentation
- Consider microservice patterns where appropriate instead of shared libraries
For advanced workflows, consider external build systems that compile shared code into each experience during development. Tools that integrate with Roblox Studio can automate the process of syncing common utilities across multiple games while maintaining individual codebases. This approach is similar to how modern web development handles shared component libraries.
Will Roblox Provide Official Module Distribution Solutions?
Roblox has not announced official alternative systems for cross-experience code sharing as of April 2026. The restriction appears to be a security-focused decision without immediate plans for a replacement ecosystem that maintains both security and convenience.
However, Roblox's development roadmap often responds to community needs. If enough developers express demand for secure module distribution systems—perhaps with verification, review processes, or explicit permission models—the platform may introduce new features to address the gap left by cross-experience require restrictions.
In the meantime, third-party tools and community solutions are filling the void. Package managers designed specifically for Roblox, version control integrations, and Studio plugins provide alternative distribution channels, though they require more setup than the previous simple require() pattern.
The broader trend suggests Roblox is moving toward more explicit, permission-based resource sharing rather than open access models. Future solutions will likely balance developer convenience with security requirements, potentially offering curated or verified module marketplaces similar to other development platforms.
Frequently Asked Questions
Can I still use require() to load modules in my own games?
Yes, require() works normally for modules within the same experience or within experiences owned by the same group. The restriction only applies to loading modules across different creators or non-group-affiliated experiences.
Will my existing games break if they used cross-experience modules?
Yes, any game currently using require(assetId) to load modules from different creators will break. You'll need to copy the module code directly into your experience or find alternative implementations to restore functionality.
Is there a way to share modules with other developers now?
You can share module source code through external platforms like GitHub, Discord, or the DevForum. Other developers must manually copy the code into their games rather than loading it via asset ID. Group ownership also allows module sharing within the group's experiences.
Does this affect plugins or Studio tools?
Studio plugins operate differently from in-game modules and are not affected by this restriction. Plugins can still load and distribute code within the Studio environment, though they cannot inject cross-experience runtime modules into published games.
Are there any official Roblox statements about this change?
As of April 2026, Roblox has not issued formal documentation about cross-experience module restrictions. The change was discovered by developers through testing and DevForum discussions, suggesting it may be part of broader security updates rather than an announced feature deprecation.