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ModuleXC.lua
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STATION ARGEMI — DEVELOPER UNIT ONLINE

ModuleXC

Roblox Developer  ·  Systems Architect  ·  Ukraine-07
6+
years active
2+
frameworks built
3+
shipped as hire
PERSONNEL FILE
Who I am & what I do

I'm ModuleXC — a Roblox developer with 6 years of hands-on experience building complex systems from scratch. Started in 2019 with no English, no mentor — just raw curiosity and a lot of broken code. Like finding a signal out here in the dark and following it.

My focus is architecture and systems engineering — how code is structured, how it communicates, how it holds up under pressure. I build modular server/client frameworks, custom network layers, and security systems that actually work.

Beyond Roblox, I'm growing into general software development — studying reverse engineering, executors, and low-level security. Building toward running my own dev operation. The station doesn't sleep.

OOPmetatablesnetwork layers anti-cheatreverse engineeringmodular arch
profile.lua
1-- developer profile
2
3name = "ModuleXC"
4role = "Systems Dev"
5since = 2019
6
7lang = "Lua / Luau"
8focus = "Architecture"
9status = "ACTIVE"
10location = "Ukraine"
11votv_fan = true
12-- sleep_schedule = nil
ARGEMI-07ONLINE
STATION REPORT
Signal strength████████░░ 82%
Argemia detectedYES [PURPLE]
Lines of code written50,000+
Days until I sleep normallyUNKNOWN
Shrimp levelMAXIMUM 🦐
COMPETENCY SCAN
Technical expertise
LUA / LUAU95%
6 years — OOP, metatables, coroutines, typed Luau. Dissected 11-programmer codebases solo.
LEGENDARY6 YRS
ROBLOX STUDIO93%
Full-cycle: TDS, simulators, battlegrounds, UI, modelling — all solo or as lead scripter.
LEGENDARY
SYSTEMS ARCHITECTURE90%
Custom server/client frameworks, network layers, anti-cheat. Built by reverse-engineering top games.
EPIC
NETWORK & SECURITY88%
Custom anti-cheat, exploit prevention, remote validation. Made games unkillable.
EPIC
UI DEVELOPMENT70%
Responsive interfaces, animation, UX thinking. From TDS HUDs to this portfolio.
GROWING
REVERSE ENGINEERING55%
Executors, memory, low-level — actively learning. Xeno, Bunni, UNC.
IN PROGRESS
MISSION LOG
Projects I've shipped
2026
in progress
LARGE-SCALE SIMULATOR
Lead Developer · Architect · UI
Full modular architecture from scratch. Custom framework handling server/client communication, economy, progression, live events. Sole developer on a codebase that would normally require a team. Shipping soon.
LuaArchitectureSimulatorSolo
2025
TERRIBLE MOUSE ROLEPLAY
Systems Developer · Security
Full codebase refactor of a live game. Built a custom anti-cheat that blocked all known exploit vectors. The game was previously crashable by any player — that's no longer possible.
Anti-cheatRefactorSecurityLive
2025
RETROTRAP: TIME LEAK
Hired via TalentHub · Scripter
Contracted through TalentHub. Built action-style movement and mechanics for an RPG project. First time engineering that specific combination of systems — delivered on spec.
TalentHubRPGCombat
2025
KIVOTOS TOWER DEFENSE
Systems Developer
Reverse-engineered an 11-developer codebase, rewrote key systems, fixed architecture, improved performance. Left after reliability concerns — but the work shipped.
RefactorTDSConcluded
2023
BATTLEGROUND PROJECT
Solo Developer
Solo-built and launched a Battleground, assembled a test team. Spread too thin, discontinued. Painful — but it made architecture make sense on a deeper level.
SoloDiscontinuedLesson
DOCTRINE FILE
How I build
01
Don't trust the client. Make it pretty for the client.
Server validates. Client gets the smooth toast and the spinning loader. Both win.
02
Two or three remotes are enough. Stop spawning new ones.
Every project has the same payload shapes — route them through one entry. Less surface, less drift.
03
Modules are friends, not strangers.
Coupling is fine when it's intentional. Pretending modules are isolated when they aren't is worse than admitting the dependency.
04
OOP in Luau is ugly. Use it anyway. Scale demands it.
Metatables look weird, but a project past 5k lines without classes turns into a swamp. Pick the swamp you can drain.
05
One RemoteFunction router. Everything flows through it.
Server-side dispatcher with rate limits and validation per route. Adding a new feature shouldn't require new infrastructure.
06
Use the right tool. Heartbeat:Wait() beats task.wait(0.1).
"Roughly waits a tenth of a second" is not a behaviour. Frame-locked is.
07
If a module breaks 300 lines, it's doing two things.
Length is a smell, not a rule. But the smell is usually right.
POST-MORTEM ARCHIVE
Bugs I caught
INCIDENT-001 RESOLVED LEGACY · YEARS-OLD CODE RELATED  ·  DOCTRINE 06
SYMPTOM
TDS enemies jittered visibly every frame. Looked like the game was lagging, but FPS was fine.
DIAGNOSIS
Position update loop used task.wait(0.1). The actual interval drifted with frame load — sometimes 80ms, sometimes 130ms. Interpolation between waypoints assumed a constant tick. It was not constant. The lie was visible.
FIX
Killed all task.wait in the movement hot path. Rebound to RunService.Heartbeat. Used the dt argument to advance progress, instead of guessing.
CODE
BEFORE — drift accumulates, frames lie // reconstruction from memory
while enemy.Alive do
    task.wait(0.1)  -- "roughly" 100ms — never actually 100ms
    progress += 0.1 * enemy.Speed
    enemy.Model:SetPrimaryPartCFrame(path:GetCFrameAt(progress))
end
AFTER — frame-locked, dt-driven // reconstruction from memory
local conn
conn = RunService.Heartbeat:Connect(function(dt)
    if not enemy.Alive then conn:Disconnect() return end
    progress += dt * enemy.Speed
    enemy.Model:SetPrimaryPartCFrame(path:GetCFrameAt(progress))
end)
Frame-locked beats time-locked. Always.
INCIDENT-002 RESOLVED RELATED  ·  DOCTRINE 01
SYMPTOM
Towers fired in wrong directions. Sometimes hits registered on players standing nowhere near the line of fire.
DIAGNOSIS
Tower rotation was server-authoritative. By the time the client rendered the model, the server's "current angle" was already 1–2 frames stale. Visual barrel pointed one way, hit-detection used another. Compounded by a half-finished Enemy AI that didn't gate friendly-fire — damage applied to whoever was closest to the bullet, including the player who placed the tower.
FIX
Split the system. Server now owns logic — when to fire, what to hit, who takes damage. Client owns show — rotation, animation, recoil. Wrote two new modules: AnimationUtil (generic tween/playback helpers) and Animator per tower type, listening for server signals like fire and idle. Friendly-fire gate moved server-side as part of the same pass.
Server owns the truth. Client owns the show.
INCIDENT-003 RESOLVED RELATED  ·  DOCTRINE 04
SYMPTOM
Damage buffs worked numerically — towers dealt the boosted DPS — but the firing animation still played at base speed. Visually the tower looked broken: bullets came out between idle frames, with no shooting motion at all on faster cooldowns.
DIAGNOSIS
The buff was a free-floating variable on the side of the combat module. The Animator had no idea it existed. Cooldown dropped, animation length didn't.
FIX
Refactored the buff into a state table on the tower itself — every modifier now lives in one place. Animator reads from that state and scales playback speed proportionally to the active cooldown. animationSpeed = baseDuration / currentCooldown. One source of truth, two consumers.
State scattered is state mocked. Centralize or suffer.
SYSTEMS ARCHIVE
Code I've built
OPEN CHANNEL
Let's work together
bash — station/modulexc
$ whoami
ModuleXC — dev, architect, systems engineer
$ cat status.txt
✓ available for projects
✓ open to collaboration
✓ DM on Discord
$ echo $STACK
Lua · Architecture · TDS · AntiCheat · VotV Fan
$
▶ SIGNAL ACQUIRED
Station ARGEMI-07 — you've found a developer's lair. The purple argemia is watching.