Fixing Issues
When something in your game breaks, Roflow can track down the cause, fix it, and confirm the fix by re-testing — and this page shows how that loop works from your seat and how to steer it.
The diagnose-and-fix loop
Fixing a bug in Roflow follows the same cycle as building. With Roblox Studio connected through the Studio Bridge, Roflow can go all the way around it on its own:
- Make a change. Roflow edits the script or system it thinks is responsible.
- Sync it in. The change is pushed into your open Studio place.
- Run a playtest. It starts a playtest, the same as pressing Play or Run in Studio.
- Read the result. It reads the console output — and takes a screenshot when it needs to see how the game looks.
- Spot the problem and adjust. If something is still wrong, it changes course and goes around again, repeating until the game behaves.
You watch the whole thing happen in your own Studio window, and Roflow narrates each step in the chat's activity timeline ("Edited file", "Ran command", "Studio: action"). Nothing is hidden — you see the change, the test, and the result.
Roflow can read, edit, and search your files and run local commands without Studio, but it can't run a live playtest or see the game without it. When Studio isn't connected, Roflow flags that as a blocker rather than claiming it verified a running game. See When Studio isn't connected below.
How Roflow finds the problem
Roflow doesn't guess blindly. It looks at the same evidence you would.
Reading the console
While a playtest runs, Roflow reads the same console output you'd see in Studio's Output window — errors, warnings, and any messages your scripts print — from the moment the game boots. That's usually how it pinpoints what went wrong: a stack trace, a nil value, a failed remote call, or a warning that a system never started.
If you already have an error in front of you, you don't have to wait for Roflow to reproduce it. You can hand it the exact text (see Reporting a problem to Roflow).
Looking at a screenshot
Some problems don't show up as errors — the game runs but looks wrong: a UI element off-screen, a missing part, an empty spawn area. Roflow can take a screenshot of what's on screen in Studio to check how the game actually looks, and it uses that as a signal too. If a build was supposed to produce a world and the screenshot shows only an empty baseplate, Roflow treats the task as unfinished and keeps working instead of calling it done.
For screenshots to work, two things need to be true in Studio:
- The Studio window must be visible — not minimized behind other windows.
- Allow Mesh / Image APIs must be enabled under File > Game Settings > Security.
See Playtesting for more on how tests and screenshots run, and Studio Bridge for the one-time Studio settings.
Reporting a problem to Roflow
You'll often be the one who notices something's off. The more precisely you hand the problem over, the faster Roflow fixes it. You talk to it in the Agent chat panel — press Ctrl/Cmd+L to jump straight to the chat input.
The fastest ways to hand it an error
Roflow works best when it can see the actual error, not just a description of it. Any of these attach real evidence to your message:
| To share… | Do this |
|---|---|
| The current errors/warnings in your project | Type @ (or click Add Context) and choose Problems to attach the live diagnostics. |
| Terminal output | Type @ and choose Terminal, or select text in the terminal and add it to chat. |
| A specific file or folder | Type @ and pick a File or Folder so Roflow looks in the right place. |
| A screenshot or reference image | Click + (Add Files & Images), or paste an image (PNG/JPEG/WebP) straight into the composer, or hold Shift while you drag it in. |
| A line of code that's misbehaving | Select it in the editor and use Add to Roflow Agent (Ctrl/Cmd+') to drop it into the chat as context. |
| A snippet from a chat message | Select the text and choose Quote to pin it above your next message. |
You can also select code in the editor and right-click Explain with Roflow Agent to have it walk you through what an error or a confusing block of code means before you decide how to fix it.
A copy-pasted error message — the full line, including the script name and stack trace — is worth far more than "it's throwing an error." Use @ Problems to grab them all at once, or paste the console line directly.
What to tell it (a clear repro)
When you ask Roflow to fix something, give it what any good bug report needs. Aim to answer:
- What you did — the steps that lead to the problem, in order ("I touched the purchase pad, then…").
- What you expected to happen.
- What actually happened instead — including the exact error text if there is one.
- Where it happens — which system, screen, or script, if you know.
- When it started, if it used to work — for example, "this broke after we added the shop."
Then attach the evidence: @ Problems, a pasted error, or a screenshot. One clear, well-sourced report gets a better fix than several vague follow-ups.
Fixing is easier to review — and less likely to introduce a new bug — when each request targets a single issue. If you're seeing several unrelated problems, report them one by one rather than in one long list. See Building in Stages and Common Pitfalls.
Applying a fix and re-testing
When Roflow proposes a fix, it works exactly like any other change. It shows you the edit as a diff first; you review it and click Apply to accept it or Reject to discard. If a fix needs a terminal command, you approve or reject that too before it runs — so you always see what's about to happen before it happens.
Once the fix is applied and Studio is connected, Roflow re-tests it — syncing the change, running another playtest, and re-reading the console — to confirm the problem is actually gone. If it isn't, it goes around the loop again. You can let it run several passes, or press Cancel at any point to take over.
If you'd rather Roflow move through a fix without stopping at every step, auto-approve lets you pre-authorize categories like editing files or running safe commands, with a cap on how many actions it takes before checking back in. Even then, an action judged destructive still stops to ask. See Talking to Roflow for approvals and auto-approve.
If a fix makes things worse
You're never stuck with a change you don't like. Roflow snapshots your workspace after each step, so you can always back out:
- Compare and restore a checkpoint. Open an earlier point in the conversation and Restore it — rolling back just the code, just the conversation, or both — to get back to a working state.
- Edit an earlier message and resubmit. If a request sent Roflow in the wrong direction, edit that message and send it again. Restore Chat keeps your files as they are; Restore All also rolls the workspace back to that point so you can try a different approach cleanly.
Checkpoints work alongside Studio's own undo, too — edits Roflow makes to your place are grouped, so Edit > Undo in Studio reverses them like your own changes.
Because every step is a checkpoint, trying a risky fix is safe: if it doesn't pan out, restore and you're exactly where you were.
Fixing issues from the dashboard
You don't always have to describe a problem from scratch — Roflow keeps a running read on your game's health. Open the Game Dashboard and you'll find issues surfaced for you:
- The Overview has a Needs Attention panel listing current risks, alongside a What's Working panel.
- The Plan tab lists Issues To Resolve and Recommended Next Steps.
- The Test tab shows validation status and a Run playtest in Studio button (connect Studio first).
Each of these can launch a ready-to-go task that already carries the right context — so fixing a recorded risk is one click, not a re-explanation. While the dashboard is showing, Ctrl/Cmd+Shift+F stages a fix for the top open risk, and Ctrl/Cmd+Shift+B stages the recommended next step in the chat input.
Ctrl/Cmd+Shift+F only fixes the top risk while you're in Dashboard mode. In the Code editor the same keys do the usual project-wide Find-in-Files. See Keyboard Shortcuts.
When Studio isn't connected
If Roblox Studio isn't connected, Roflow can still read your code, make edits, and run local commands — but it can't run a playtest, read a live console, or take a screenshot, so it can't verify a fix against the running game. Instead of pretending it checked, it tells you the Studio connection is the blocker.
To get the full loop back, open your game in Studio and reconnect the Studio Bridge. Common signs and fixes:
| What you see | What it means | Fix |
|---|---|---|
| "Roblox Studio not connected" in the status bar | Roflow has no live Studio to test against | Open your game in Studio and connect the Roflow Studio Bridge plugin. |
| A highlighted Studio sync error badge | A change failed to push | Click the badge to retry pushing the whole project. |
| A yellow "update" banner on the Bridge panel | The plugin is older than your Roflow app | Update the plugin, then reconnect. |
See Connection Problems and Studio Bridge for the full walkthrough.
When it's Roflow that's stuck, not your game
Sometimes the blocker is the AI itself, not your code:
- "Free tier limit reached" or a usage banner — you've used your monthly AI allowance. Wait for the reset or upgrade your plan. See Usage and AI Issues.
- Roflow pauses and asks for guidance — it hit its consecutive-mistake limit or an auto-approval cap so it can't run away unattended. Respond to steer it back on track, or restore a checkpoint and try a clearer request.
- A fix keeps not landing — switch to Plan mode and have Roflow lay out its approach before it touches anything, or use
/deep-planningfor a thornier problem. Agreeing on the plan first often beats another round of trial and error. See Planning Your Game.
Where to go next
- Playtesting — running solo and multiplayer tests and reading the results.
- Studio Bridge — connecting Studio and the settings that let Roflow test and screenshot.
- Talking to Roflow — giving context, approving changes, and using checkpoints.
- Getting Great Results — writing requests that get you the fix you meant.
- Connection Problems and AI Issues — when the tools themselves misbehave.