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conversations
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6
concise_rationale
[ "Bug Fix", "Q/A" ]
beginner
[ { "role": "user", "content": "My Studio recipe-checking utility has a verbose option. This makes it verbose even when I pass false. I only want an omitted option to default to true.\n```luau\nlocal function checkRecipes(options)\n local verbose = options.verbose or true\n if verbose then\n prin...
concise_rationale
[ "Debugging", "Bug Fix" ]
beginner
[ { "role": "user", "content": "I'm inspecting numbered crafting slots in a Roblox ModuleScript. There are three occupied slots, but my count and loop don't agree with that.\n```luau\nlocal slots = { [1] = \"Wood\", [4] = \"Stone\", [9] = \"Fiber\" }\nprint(#slots)\nfor slot, item in ipairs(slots) do\n pri...
concise_rationale
[ "Bug Fix", "Optimization" ]
intermediate
[ { "role": "user", "content": "This function in my recipe-job ModuleScript sometimes leaves expired jobs behind, especially two adjacent ones. `jobs` is a dense array, and `now` is passed in so I can test it.\n```luau\nlocal function prune(jobs, now)\n for index, job in ipairs(jobs) do\n if job.exp...
concise_rationale
[ "Debugging", "Bug Fix", "Refactor" ]
intermediate
[ { "role": "user", "content": "My Roblox quest simulation tests leak progress between runs. The QuestProgress ModuleScript has this factory:\n```luau\nlocal defaults = {\n coins = 0,\n quests = { Intro = { step = 0, done = false } },\n}\nlocal function newProgress()\n return table.clone(defaults)\ne...
concise_rationale
[ "Review", "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "Please review this tiny Catalog ModuleScript for runtime immutability. This is the entire schema; power is a number.\n```luau\nlocal catalog = table.freeze({\n Hammer = { power = 12 },\n})\nreturn catalog\n```\nMy recipe editor shouldn't be able to change any shared catalog ...
concise_rationale
[ "Debugging", "Bug Fix", "Q/A" ]
beginner
[ { "role": "user", "content": "I'm counting validated assets with a Counter ModuleScript. This is in ServerScriptService next to my test Script.\n```luau\nlocal Counter = { value = 0 }\nfunction Counter:add(amount)\n self.value += amount\nend\nreturn Counter\n```\nThe test calls it like this and gets an a...
concise_rationale
[ "Bug Fix", "Q/A" ]
advanced
[ { "role": "user", "content": "My Studio command recorder has optional positional arguments, including trailing nils. This loses the argument count:\n```luau\nlocal function capture(...)\n return { ... }\nend\nlocal saved = capture(\"Rename\", nil, 3, nil)\nprint(#saved)\n```\nHow do I preserve all four p...
concise_rationale
[ "Bug Fix", "Q/A" ]
beginner
[ { "role": "user", "content": "In a strict Roblox building-tool module, this helper complains that Transparency isn't on Instance, and that candidate might be nil:\n```luau\n--!strict\nlocal function paintMarker(candidate: Instance?)\n candidate.Transparency = 0.5\nend\n```\nA marker is supposed to be a P...
concise_rationale
[ "Generation", "Q/A" ]
intermediate
[ { "role": "user", "content": "Can you write a strict StackCount ModuleScript for my Roblox inventory-data validator? parse(text) should accept counts 1 through 999, integers only, and return either a number or an explanation. Normal Luau tonumber syntax is fine. I'd prefer a tagged result instead of throwin...
concise_rationale
[ "Debugging", "Bug Fix", "Refactor" ]
intermediate
[ { "role": "user", "content": "This pure helper is used by my Studio asset-name importer. Invalid size text is supposed to produce nil and a message, but the pcall says success and then I get an arithmetic error.\n```luau\nlocal function parseSize(text)\n local value = tonumber(text)\n if value == nil ...
concise_rationale
[ "Bug Fix", "Refactor" ]
intermediate
[ { "role": "user", "content": "My Roblox build-manifest exporter sorts entries by priority, highest first. Priorities are finite numbers and IDs are unique strings. Equal-priority entries move around when the input order changes, so exports get noisy diffs.\n```luau\ntable.sort(entries, function(a, b)\n r...
concise_rationale
[ "Generation", "Q/A" ]
intermediate
[ { "role": "user", "content": "I need an AssetChoice ModuleScript in ReplicatedStorage for selecting an asset ID from a dense array. Empty pools should return nil, not error. Please accept a Roblox Random object so tests can supply their own seed, and don't modify the pool. A generic typed function would be ...
concise_rationale
[ "Generation", "Q/A" ]
advanced
[ { "role": "user", "content": "Write a pure MapStyleWeights ModuleScript in ServerScriptService. Input is a dense array of {id: string, weight: number}. Nonnegative integer weights only, and cap total tickets at 1,000,000 as our own data rule. Zero-weight styles must never win. Empty/all-zero pools return ni...
concise_rationale
[ "Debugging", "Refactor" ]
intermediate
[ { "role": "user", "content": "My Studio source-analysis module uses session tables as weak cache keys. Dropping the session variable doesn't seem to release its entry while work is pending. This is the relevant code; pending is a normal module-local table, not task.spawn work.\n```luau\nlocal cache = setmet...
concise_rationale
[ "Debugging", "Refactor", "Bug Fix" ]
advanced
[ { "role": "user", "content": "My item-description utility stops during require. These are sibling ModuleScripts in ServerScriptService.ItemTools. Is returning the table earlier or adding a wait the right fix?\n```luau\n-- ItemBook\nlocal FormatItem = require(script.Parent.FormatItem)\nlocal ItemBook = {}\nI...
concise_rationale
[ "Q/A", "Generation" ]
beginner
[ { "role": "user", "content": "ReplicatedStorage.BuildCounter is a ModuleScript containing `return { value = 0 }`. An ordinary server Script requires it and sets value to 10. My LocalScript requires the same ModuleScript but still reads 0. Neither uses Actors. I thought require caches one table, so why isn't...
concise_rationale
[ "Bug Fix", "Generation" ]
beginner
[ { "role": "user", "content": "I'm making plain track records for a Roblox timeline-authoring utility, not creating Animation instances yet. Why does renaming track 1 rename every track?\n```luau\nlocal tracks = table.create(3, { name = \"\", keyframes = {} })\ntracks[1].name = \"Opening\"\nassert(tracks[2]....
concise_rationale
[ "Bug Fix", "Q/A" ]
beginner
[ { "role": "user", "content": "My Roblox building-tool module has a pure coordinate snap helper. Inputs are finite coordinates from -10000 to 10000; supported steps are 0.25, 1, and 2. Negative halfway coordinates snap toward zero, which looks asymmetric.\n```luau\nlocal function snapCoordinate(value: number...
concise_rationale
[ "Bug Fix", "Generation" ]
intermediate
[ { "role": "user", "content": "My Studio asset-renaming plugin uses this local helper on names. I only need the returned string for now. Searching for Ore[Old].v1 doesn't match that literal text, and replacement names can contain percent signs. Empty search strings should be rejected.\n```luau\nlocal functio...
concise_rationale
[ "Review", "Q/A" ]
beginner
[ { "role": "user", "content": "Please review this lookup in my Roblox achievement-import utility. Missing IDs are intentionally nil and IDs are case-sensitive strings. The table is local, plain, and initialized before calls.\n```luau\n--!strict\ntype Achievement = { label: string, unlocked: boolean }\nlocal ...
concise_rationale
[ "Debugging", "Bug Fix" ]
beginner
[ { "role": "user", "content": "My Roblox banner selector does nothing. ChooseBanner is a RemoteEvent in ReplicatedStorage. The LocalScript in StarterPlayerScripts sends this:\n```luau\nChooseBanner:FireServer(game.Players.LocalPlayer, \"Blue\")\n```\nThe Script in ServerScriptService has this handler. The pr...
concise_rationale
[ "Review", "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "Review the quantity check in my session-only ticket exchange. In a ServerScriptService Script, ExchangeTickets.OnServerEvent supplies player and quantity. A non-yielding admission check already limits requests to four per second per player. profiles[player] is server-owned, exi...
concise_rationale
[ "Review", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "Can you review this small cosmetic unlock endpoint? BuyStyle is a RemoteEvent in ReplicatedStorage. This is server code; allowPurchase is an existing non-yielding per-player limiter, and sessions is a server table cleaned on PlayerRemoving. Each session has coins and an unlocke...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "I have a logical loadout, not Tool instances. ReplicatedStorage.ItemDefinitions contains direct Configuration children named Lantern and Compass, with unique names. Profiles are server-only tables: profiles[player] = {owned = {Lantern = true}, equipped = nil}. SetLoadoutItem is...
concise_rationale
[ "Bug Fix", "Generation" ]
intermediate
[ { "role": "user", "content": "My lobby chime has a five-second LocalScript cooldown, but our tester can trigger it repeatedly by calling the remote directly. RequestChime and ChimePlayed are RemoteEvents in ReplicatedStorage. Currently the server just fires ChimePlayed to everyone with the sender's UserId. ...
concise_rationale
[ "Debugging", "Bug Fix" ]
advanced
[ { "role": "user", "content": "Two players both get true from ClaimBriefingSlot, although there's only one logical briefing slot. This is a RemoteFunction in ReplicatedStorage, handled in one ordinary server Script. No Actors. isEligible yields while a server worker answers. Can you explain the race before p...
concise_rationale
[ "Debugging", "Bug Fix", "Q/A" ]
advanced
[ { "role": "user", "content": "My client board sometimes goes backwards during bootstrap. GetBoard is a RemoteFunction and BoardChanged a RemoteEvent, both in ReplicatedStorage. Every payload is a full {revision, red, blue} snapshot; revision increases for the server lifetime. I saw a BoardChanged revision 1...
concise_rationale
[ "Debugging", "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "ReplicatedStorage.MatchState is a Folder created in Studio. The server sets its Mode attribute to Waiting at startup. In a StarterPlayerScripts LocalScript I connect GetAttributeChangedSignal(\"Mode\"), but I get no initial print until the server changes it to Playing. Does the...
concise_rationale
[ "Review", "Ideas", "Q/A" ]
advanced
[ { "role": "user", "content": "Our match coordinator loops over players and calls ApproveMatch:InvokeClient(player). The client checks a locally displayed access flag and returns true or false. A false answer excludes them. Sometimes the whole coordinator stops at one player. Could I wrap InvokeClient in pca...
concise_rationale
[ "Generation", "Q/A" ]
intermediate
[ { "role": "user", "content": "I need a server-side limiter for RequestForecast, a RemoteEvent in ReplicatedStorage. It returns the current public forecast string only to the requester. Allow a burst of three and then two requests per second, independently per player. Can this be lazy instead of running a lo...
concise_rationale
[ "Review", "Q/A" ]
beginner
[ { "role": "user", "content": "Review this Roblox server notification: PrivateQuest:FireAllClients(owner.UserId, secretObjective). Each LocalScript immediately returns unless the supplied ID is LocalPlayer.UserId. Does that keep the objective private from other players?", "reasoning": null }, { "...
concise_rationale
[ "Debugging", "Q/A" ]
intermediate
[ { "role": "user", "content": "A LocalScript creates a placement preview Part under Workspace, then sends it through RequestPlacement:FireServer(preview). The server receives nil for that argument. I can see the Part on my client. Is the remote too early?", "reasoning": null }, { "role": "assista...
concise_rationale
[ "Debugging", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "On the server I set RoundState's Winner attribute and immediately fire ShowWinner. Occasionally a client reads the old attribute in its ShowWinner callback. RoundState and the RemoteEvent are in ReplicatedStorage. Can I fix it with task.wait(0.2) before reading?", "reasonin...
concise_rationale
[ "Q/A", "Review" ]
intermediate
[ { "role": "user", "content": "Our Roblox client attaches an increasing requestId to crafting requests so replies can find the correct pending UI row. A teammate says this prevents forged requests because the server can check that the ID is new. Is that a security property?", "reasoning": null }, { ...
concise_rationale
[ "Generation", "Q/A" ]
intermediate
[ { "role": "user", "content": "Write just a server validator for selected cosmetic badge IDs. The remote argument should be a dense array of 1-4 distinct strings from allowed = {Builder=true, Explorer=true, Helper=true, Artist=true}. Return boolean, no side effects. Our handler already limits requests. Don't...
concise_rationale
[ "Review", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "Review a server vote operation. Each round we clear votes and set votingOpen=true. The remote callback takes player and mapId, validates mapId against our server ballot, then does votes[player]=mapId. We have a limiter and remove departed players. I forgot to check votingOpen. ...
concise_rationale
[ "Debugging", "Ideas" ]
intermediate
[ { "role": "user", "content": "In my Roblox tutorial the server fires StartTutorial from PlayerAdded. Sometimes the StarterPlayerScripts LocalScript doesn't show it. Its OnClientEvent connection is created after loading UI assets. Would firing the event three times solve startup?", "reasoning": null },...
concise_rationale
[ "Review", "Q/A" ]
beginner
[ { "role": "user", "content": "My own experience has a moderator panel. I hide it unless LocalPlayer has IsModerator=true, then a remote accepts a target UserId and kicks them. The server trusts that only moderators can see the button. What's the necessary security change?", "reasoning": null }, { ...
concise_rationale
[ "Review", "Q/A" ]
beginner
[ { "role": "user", "content": "Review just this server fragment for a free title preference. Titles are fixed server-authored strings. A per-player limiter runs first, and player is the implicit OnServerEvent sender. No currency or unlocks are involved.\n```luau\nlocal titles = {Builder = true, Explorer = tr...
concise_rationale
[ "Debugging", "Refactor" ]
beginner
[ { "role": "user", "content": "Two server Scripts assign GetMenu.OnServerInvoke. One returns the shop menu, another returns crafting recipes. Only one seems to run. Can I use OnServerInvoke:Connect instead so both return?", "reasoning": null }, { "role": "assistant", "content": "No. `RemoteFu...
concise_rationale
[ "Debugging", "Bug Fix", "Q/A" ]
beginner
[ { "role": "user", "content": "My Roblox HUD gets darker after each reset because there are several copies on top of each other. StatusHud is a ScreenGui in ReplicatedStorage with ResetOnSpawn false. This LocalScript is in StarterCharacterScripts:\n```luau\nlocal Players = game:GetService(\"Players\")\nlocal...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "StatusHud has ResetOnSpawn false and a TextLabel named Health. Its LocalScript binds HealthChanged once to the first character, so after resetting it keeps showing the old health. Can you replace the binding? Just show whole-number health, and show a dash while there isn't a Hu...
concise_rationale
[ "Debugging", "Bug Fix" ]
beginner
[ { "role": "user", "content": "All three color buttons set Preview.Text to the same color. This LocalScript runs once inside my ScreenGui; Colors contains only the three TextButtons. Preview is just a TextLabel, not a purchase system.\n```luau\nlocal gui = script.Parent\nlocal chosenName\nfor _, button in gu...
concise_rationale
[ "Q/A", "Generation" ]
beginner
[ { "role": "user", "content": "My Roblox help menu has a TextButton to close it. I'm using MouseButton1Click. Is Activated the better event for mouse, touch, and a controller? I only mean ordinary press-and-release activation, not dragging or holding.", "reasoning": null }, { "role": "assistant",...
concise_rationale
[ "Bug Fix", "Generation" ]
intermediate
[ { "role": "user", "content": "A persistent HelpGui has a Panel and one LocalScript. Pressing K toggles it, including while I type K into a TextBox. The current handler ignores the second InputBegan parameter. What should the handler check? Keep the GUI lifecycle cleanup too.", "reasoning": null }, {...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "My StarterPlayerScripts controller binds a ContextActionService action called InspectHold while a tool mode is active. The callback sets holding=true on Begin and false on End. Leaving the mode calls UnbindAction, but sometimes holding stays true. What cleanup am I missing?", ...
concise_rationale
[ "Debugging", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "A LocalScript tweens a panel closed. Its tween.Completed callback sets panel.Visible=false. If I reopen before closing finishes, I cancel the close tween but the panel still disappears. Does Cancel fire Completed?", "reasoning": null }, { "role": "assistant", "c...
concise_rationale
[ "Generation", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "Write a tiny local toast helper for an existing TextLabel. show(text) should show it for two seconds; a second call replaces the message and restarts the time. My old task.delay callbacks hide the newer message early. Return a destroy function too. No animations.", "reasoni...
concise_rationale
[ "Refactor", "Q/A" ]
intermediate
[ { "role": "user", "content": "Refactor my local spinning-preview setup to make its lifecycle explicit. It connects RunService.RenderStepped and rotates an anchored preview Part. The preview owner already knows when to close and can call cleanup before destroying the Part. Give me an attach function returnin...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "A server Script installed during a Studio test only connects Players.PlayerAdded, so players already in the server never get an entry in my session table. Is GetPlayers at startup enough? Entries are just {score=0}, no persistence.", "reasoning": null }, { "role": "...
concise_rationale
[ "Debugging", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "In StarterPlayerScripts I handle CharacterAdded with `local root = character:WaitForChild(\"HumanoidRootPart\")` and then assign trackedRoot=root. Rarely trackedRoot points at an old character after a fast respawn. The event argument is definitely right when the callback starts...
concise_rationale
[ "Debugging", "Bug Fix" ]
beginner
[ { "role": "user", "content": "My Tool LocalScript connects tool.Activated inside tool.Equipped. After equipping three times, clicking prints Swing three times. The tool itself stays the same Instance in the Backpack between equips. What's the smallest fix?", "reasoning": null }, { "role": "assis...
concise_rationale
[ "Debugging", "Q/A" ]
beginner
[ { "role": "user", "content": "My ScrollingFrame has UIListLayout and dynamically cloned fixed-height inventory rows. The scrollbar doesn't get longer when I add rows. I only need vertical scrolling. Is increasing the ScrollingFrame.Size the solution?", "reasoning": null }, { "role": "assistant",...
concise_rationale
[ "Q/A", "Bug Fix" ]
beginner
[ { "role": "user", "content": "My popup Position is UDim2.fromScale(0.5, 0.5), but it looks down and right of center. Its AnchorPoint is 0,0. Is Roblox calculating half the screen incorrectly? It's inside a full-size Frame.", "reasoning": null }, { "role": "assistant", "content": "Set the pop...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "My client displays a round countdown by subtracting one after every task.wait(1). After some lag it says 3 while the round has already ended. The server provides roundEndsAt using workspace:GetServerTimeNow(). What should I display?", "reasoning": null }, { "role": ...
concise_rationale
[ "Debugging", "Q/A" ]
intermediate
[ { "role": "user", "content": "My own character's animation plays locally but others don't see it. The LocalScript creates an Animator under the Humanoid if none is found, then loads an Animation. Could that local creation matter?", "reasoning": null }, { "role": "assistant", "content": "Yes,...
concise_rationale
[ "Debugging", "Bug Fix" ]
intermediate
[ { "role": "user", "content": "I reuse one AnimationTrack for a local reload preview. Every Play button click connects GetMarkerReachedSignal('Insert') again, then calls track:Play(). After several previews the marker sound plays multiple times. The track stays alive when the panel closes.", "reasoning":...
concise_rationale
[ "Generation", "Q/A" ]
beginner
[ { "role": "user", "content": "For a local menu, I have a looping Sound named MenuLoop inside SoundService. How do I make closing the menu stop the audio but opening it again start at the beginning? Please distinguish Stop from Pause.", "reasoning": null }, { "role": "assistant", "content": "...
concise_rationale
[ "Review", "Q/A" ]
intermediate
[ { "role": "user", "content": "My client cutscene captures workspace.CurrentCamera, sets CameraType=Scriptable, and writes CFrame on RenderStepped. At the end it sets CameraType=Custom but forgets to disconnect. Review that cleanup only.", "reasoning": null }, { "role": "assistant", "content"...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "My Roblox dialogue uses string.sub(text, 1, i) to reveal one character at a time in a TextLabel. Emoji sometimes become broken symbols. Is #text the wrong count? RichText is enabled too.", "reasoning": null }, { "role": "assistant", "content": "Assign the comple...
concise_rationale
[ "Debugging", "Bug Fix" ]
beginner
[ { "role": "user", "content": "My server turret casts toward a target, but hits depend on where I put the whole arena. These are world positions. What's wrong with this call?\n```luau\nlocal origin = muzzle.WorldPosition\nlocal hit = workspace:Raycast(origin, target.Position, params)\n```\nThe target is a Pa...
concise_rationale
[ "Q/A", "Generation" ]
intermediate
[ { "role": "user", "content": "I'm placing ore beside a rotated mining machine. In a server Script I use machine.Position + Vector3.new(4, 0, 0), but it always goes east instead of to the machine's right. machine is a BasePart. Can you give me a little placement function? The ore is an anchored BasePart.", ...
concise_rationale
[ "Bug Fix", "Q/A" ]
intermediate
[ { "role": "user", "content": "A cargo Model has a Socket Attachment inside one of its parts. My server docking code calls cargo:PivotTo(bay.WorldCFrame), where bay is another Attachment. The model pivot reaches the bay, but the Socket is several studs off. The cargo is anchored scenery while docking; I don'...
concise_rationale
[ "Q/A", "Generation" ]
intermediate
[ { "role": "user", "content": "For a server-controlled crate launcher, is ApplyImpulse just another way to set AssemblyLinearVelocity? Heavy crates barely move with my fixed impulse. Each crate is a single unanchored assembly, and I assign it to the server before launching. I want to add 30 studs/sec upward ...
End of preview. Expand in Data Studio

Luau-Coder 1.0 Preview SFT

This dataset is exceptionally high-quality supervised fine-tuning conversations for a highly capable coding model in Roblox Luau domain. It prioritize technical correctness, useful engineering judgment, realistic interaction, and efficient explanations over output volume.

This dataset includes:

  • Multi-turns (2-5 turns)
  • Dynamic CoT (length)
  • Q/A
  • Review
  • Debugging
  • Bug Fix
  • Refactor
  • Optimization
  • Code Generation
  • Ideas

License

Apache 2.0


This dataset is NOT completed, and temporary not human verified yet. This dataset is NOT designed and targeted for Large Model scale due to it averages CoT length.

Generated by OpenAI GPT-6 Astra (high). This dataset cost $90 USD for 506 samples. Planned to use cheaper model to continue generates this since we have enough of samples as references

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