Enable Modules
Modules are turned on per game. A game can use Icon Automation without Event Automation, or only Jobs, depending on the team’s needs.
Available modules
| Module | Best for | Permission behavior |
|---|---|---|
| Live Config | Changing game values live, such as drop chances, prices and settings | Publishing uses an Open Cloud API key or a Roblox connection with universe:read and universe:write, set in the module |
| Event Automation | Publishing Roblox experience events on a schedule | No Roblox OAuth scope; uses an Open Cloud API key set in the module |
| Icon Automation | Event countdown icons and localized names | Requires Roblox manage permission (legacy-universe:manage) |
| Jobs | Calling webhooks manually or on a schedule | No Roblox scope required |
Enable flow
- Open a game from the sidebar.
- Review the module cards on the game page.
- Turn the module’s switch On. The same On/Off switch is also in the module’s page header.
- If RoControl asks for permission, review the reason and authorize only if it matches your intent.
- Open the module page from its card or from the game’s entries in the sidebar.
Live Config and Jobs have no On/Off switch. They are always available, and each job is paused or resumed on its own.
Recommended order
For a new liveops setup, turn modules on in this order:
- Event Automation
- Icon Automation
- Jobs
This keeps each event’s schedule clear before automation starts changing icons or calling webhooks.
Set up Live Config whenever you want to tune game values without a game update. It doesn’t depend on the other modules.