Modules
Modules are features that can be turned on for a game. They are deliberately separate so a team can adopt only what it needs.
Active modules
| Module | Key | Description |
|---|---|---|
| Live Config | liveConfig | Edit game values on a canvas and publish them live to Roblox experience configs |
| Event Automation | eventAutomation | Publish Roblox experience events on a schedule |
| Icon Automation | iconAutomation | Manage countdown icons and localized game names |
| Jobs | jobs | Call your webhooks when you run them or on a schedule |
Module switches
Event Automation and Icon Automation each have an On/Off switch, both on the game page and in the module’s own page header. Live Config and Jobs have no module switch: they are always available, and each job is paused or resumed on its own.
Permission prompts
When a module requires an external permission, RoControl explains:
- Which scope is missing
- Which Roblox resource needs access
- Why the module needs it
- Where the operator can authorize it
Event Automation does not use a Roblox OAuth scope. It runs on an Open Cloud API key that you add in the module.
Live Config publishes to Roblox experience configs with an Open Cloud API key or
a Roblox connection that has universe:read and universe:write, chosen in the
module. Editing needs neither.
Module lifecycle
- Available in module registry.
- Turned on for a game.
- Configured by an operator.
- Used in a live workflow.
- Turned off if the game no longer needs it.
Turning a module off stops the module from being used, but it should not be treated as a data deletion workflow.