Making Your Own Roblox Server Info Script

If you've been spending any time developing games on the platform lately, you've probably realized that having a reliable roblox server info script is one of those small things that makes a massive difference for both you and your players. Whether you're trying to debug why a specific server is lagging or you just want to give your players a way to see which "version" of the game they're playing on, getting this data shouldn't be a massive headache.

Honestly, it's one of those projects that looks complicated from the outside but is actually pretty straightforward once you understand how Roblox handles server-side data. Let's dive into how you can put one together without pulling your hair out.

Why Bother With a Server Info Script?

You might be wondering why you even need to show server info in the first place. Most of the time, players just want to jump in and play. But think about those moments when a player reports a bug. If they can tell you exactly which JobId they were on, your life as a dev gets ten times easier. You can look up the logs for that specific instance instead of hunting through thousands of lines of generic errors.

It's also great for community building. If you have a "pro" community, they might want to know the server age. Older servers in Roblox can sometimes get a bit "crunchy" or laggy if the memory isn't managed perfectly. Giving players a heads-up on the server's uptime is just a nice quality-of-life feature.

The Basic Building Blocks

Before we start writing code, we need to know what we're actually looking for. A standard roblox server info script usually tracks a few specific properties from the DataModel.

The most common ones are: * JobId: The unique ID for that specific server instance. * NumPlayers: How many people are currently in the game. * MaxPlayers: The limit you set for the server. * Server Age: How long the server has been running since it started. * PrivateServerId: To check if it's a private or public server.

These are all exposed to us via the game object, so fetching them is actually quite fast.

Setting Up the Script

To get started, you'll want to head into Roblox Studio. You should put your main logic in a Script (the server-side one) inside ServerScriptService. If you want players to see the info, you'll also need a RemoteFunction or a RemoteEvent to pass that data to a local script in the UI.

Here's a simple way to think about the structure. You want the server to gather the info and the client (the player's screen) to display it.

Writing the Server-Side Logic

Let's look at how we'd grab the data. You don't want to constantly spam the server for this info, but you do want it to be accurate.

```lua -- Inside ServerScriptService local ReplicatedStorage = game:GetService("ReplicatedStorage") local serverInfoEvent = Instance.new("RemoteEvent") serverInfoEvent.Name = "GetServerInfo" serverInfoEvent.Parent = ReplicatedStorage

local function getServerData() local data = { jobId = game.JobId, playerCount = #game.Players:GetPlayers(), maxPlayers = game.Players.MaxPlayers, uptime = math.floor(workspace.DistributedGameTime) } return data end

-- We can fire this to players when they join game.Players.PlayerAdded:Connect(function(player) local info = getServerData() serverInfoEvent:FireClient(player, info) end) ```

This is a pretty bare-bones setup, but it gets the job done. We're using workspace.DistributedGameTime because it tracks how many seconds the server has been active. It's much more reliable than trying to set up your own timer from scratch.

Making the UI Look Good

Now, having the data is one thing, but if it looks like a mess of white text in the corner, nobody's going to appreciate it. When you're making the UI for your roblox server info script, keep it subtle.

I usually like to put a small "System Info" button in the bottom left or top right. When clicked, it expands a small frame showing the stats. Using a TextLabel for each stat is the way to go.

In your LocalScript (which should be inside your ScreenGui), you'll want to listen for that event we created earlier:

```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local event = ReplicatedStorage:WaitForChild("GetServerInfo")

event.OnClientEvent:Connect(function(data) local frame = script.Parent.Frame frame.JobIdLabel.Text = "Server ID: " .. data.jobId frame.PlayerCountLabel.Text = "Players: " .. data.playerCount .. "/" .. data.maxPlayers frame.UptimeLabel.Text = "Uptime: " .. data.uptime .. "s" end) ```

Handling Live Updates

One mistake I see a lot of people make is only sending the data once when the player joins. If the player stays in the server for an hour, that "player count" and "uptime" info is going to be totally wrong.

You've got two choices here. You can either: 1. Run a while true do loop on the server that fires the event every 30 seconds. 2. Update it locally on the client for things like uptime, and only ping the server for the "heavy" data.

I'd suggest a mix. Update the uptime locally using a simple timer so you don't waste bandwidth, and update the player count whenever someone joins or leaves. It keeps things snappy without causing any unnecessary lag.

Dealing With Private Servers

Private servers (or VIP servers) are a bit different. Sometimes you don't want to show the JobId for these, or maybe you want to show a "Private Server" tag. You can check this by looking at game.PrivateServerId. If that string isn't empty, you're in a private instance.

This is super helpful if you're running a game where players might want to host their own mini-tournaments. Knowing they are definitely in their own private space gives them that extra bit of confidence.

Advanced Metrics: Ping and Region

If you want to get really fancy with your roblox server info script, you can try to calculate the player's ping. Now, keep in mind, there isn't a direct "GetPing()" function that's 100% accurate for the server itself, but you can estimate it by measuring the time it takes for a RemoteFunction to go from the client to the server and back.

As for the server region? Roblox doesn't officially give us a game.ServerRegion property. However, many developers use external APIs via HttpService to look up the IP location of the server. Just be careful with this—don't go overboard with HTTP requests, or you'll hit the rate limits pretty fast.

Optimizing for Performance

The last thing you want is for your info script to be the reason your game is lagging. Always remember that RemoteEvents take up a tiny bit of bandwidth. If you have 100 players and you're sending server info to all of them every single second, that adds up.

Keep your updates meaningful. Does a player really need to know the server uptime down to the millisecond? Probably not. Once every 10 or 30 seconds is usually plenty.

Also, make sure you aren't creating new strings every frame. String concatenation (like text .. text) is relatively cheap, but doing it thousands of times in a tight loop isn't great practice. Use events wherever possible instead of "polling" (checking every frame).

Final Thoughts on Implementation

Building a roblox server info script is a great "weekend project" for any developer. It teaches you about server-client communication, UI design, and how to handle data efficiently. Plus, it's just plain useful.

Don't be afraid to customize it. Some people like a retro-style "console" look for their server info, while others prefer a sleek, modern transparent bar at the top of the screen. Whatever fits your game's vibe! Just keep it clean, keep it accurate, and your players (and your future self when debugging) will definitely thank you for it.

At the end of the day, it's about transparency. The more your players know about the environment they're playing in, the less frustrated they'll be when things—inevitably—go a little sideways. Happy scripting!