If you've spent any time developing on the platform lately, you know that having a solid roblox fe ban script is pretty much a requirement for keeping your game playable. There's nothing that kills the vibe of a growing server faster than a troll or a script-kiddie running around causing chaos. Back in the old days, things were a bit like the wild west, but with the shift to FilteringEnabled (FE) as the standard, the way we handle moderation has changed completely.
The whole point of FE is to make sure that whatever happens on a player's screen doesn't automatically happen for everyone else. While that's great for security, it means you can't just slap a "destroy player" script on a local button and expect it to work. You have to be a bit more tactical about how you communicate between the person clicking the "ban" button and the server that actually has the power to kick someone out.
Why FilteringEnabled changed the game for scripts
A lot of people who are new to Luau scripting get frustrated because they find an old script online, paste it into a local script, and then wonder why it doesn't do anything. In the pre-FE era, a client could tell the server "hey, delete this part" and the server would just say "okay, sure." That's how people used to destroy entire maps with a single line of code.
Now, if you want to ban someone, your roblox fe ban script needs to utilize RemoteEvents. Think of a RemoteEvent like a secure phone line between the player and the server. The player (the admin) sends a message saying "I want to ban PlayerX," and the server receives that message, checks if the sender actually has the permission to do that, and then carries out the order. Without this bridge, your script is basically shouting into a void.
Setting up the server-side logic
The heart of any decent ban system isn't actually the "ban" part; it's the verification. If you don't secure your RemoteEvents, any exploiter can just fire that event themselves and start banning everyone in the server, including you. That's a nightmare scenario that's happened to more games than I can count.
When you're writing the server script, you always want to check the UserId of the person firing the event. Don't just trust the client. You should have a table of "AuthorizedAdmins" at the top of your script. When the event is fired, the first thing the server does is look at that table. If the guy trying to ban people isn't on the list, the server should just ignore the request—or better yet, ban the person who tried to fake the command.
Saving the ban with DataStores
A ban isn't very useful if the person can just refresh their browser and hop right back into a new server. This is where DataStoreService comes in. To make a roblox fe ban script actually "stick," you need to save the player's UserId to a database.
Whenever a player joins the game, you need a "PlayerAdded" function that checks the DataStore. It basically asks, "Is this person on the naughty list?" If the answer is yes, you kick them before their character even finishes loading. It's a bit of extra work to set up the data saving, but honestly, it's the only way to deal with persistent trolls who just won't take the hint.
The problem with "Universal" ban scripts
You'll see a lot of videos or forum posts claiming to have a "universal" roblox fe ban script that lets you ban people in games you don't even own. I hate to be the bearer of bad news, but those usually fall into two categories: they're either complete scams designed to steal your account, or they only work in games that have massive security holes.
Because of how FE works, you can't just inject a script into someone else's game and expect it to have server-side authority. If you find a script that promises to give you "admin powers" in any game, it's almost certainly a backdoor. Some unscrupulous model makers put hidden scripts inside popular free models—like a cool-looking car or a tree—that give them a way to bypass FE. It's a dirty trick, and it's why you should always be careful about what you're pulling from the Toolbox.
Making the UI user-friendly
If you're building this for a team of moderators, you probably don't want them typing long strings of code into the console every time someone breaks a rule. A good roblox fe ban script usually comes with a GUI (Graphical User Interface).
You'll want a simple text box where the mod can type the name of the offender and a "Ban" button. When that button is clicked, the client script finds the player's UserId based on the name typed in, and then it passes that ID through the RemoteEvent. It's a lot cleaner and reduces the chance of accidentally banning the wrong person because of a typo. Plus, it just looks more professional.
Handling the "Alt Account" headache
One thing I've noticed is that even with a perfect ban script, some people are just dedicated to being annoying. They'll create a new account in five minutes and come right back. While you can't easily stop someone from making a new account, some advanced scripts check the AccountAge of the player.
If a player is less than a day old and starts acting suspicious, some developers set up their scripts to automatically flag them or restrict them from certain features. It's not a perfect solution, but combining a solid ban system with an account age filter can save you a lot of headaches in the long run.
Why you should avoid "Kicking" and focus on "Banning"
It's easy to get the two confused, but they're very different. A Player:Kick() command is a one-time thing. It disconnects the player from that specific server. But since Roblox is built on multiple servers (instances), that player can often just join a different server of the same game immediately.
That's why your roblox fe ban script needs to be data-driven. You want that ban to be global across every instance of your game. By using a DataStore, you're essentially putting a permanent mark on their ID that every server checks the moment they try to enter the door.
Testing your script safely
Before you push your script to a live game with hundreds of players, please test it. I've seen developers accidentally ban themselves because they messed up a not operator in an if statement. Use the "Local Server" testing mode in Roblox Studio to simulate multiple players.
Try banning one of the "dummy" players and see if they can rejoin. Check your output console for errors. If you see a lot of red text about "RemoteEvent access denied," you know your security checks are working. It's much better to find a bug in the studio than to have your entire mod team lose their powers during a peak play period because of a syntax error.
Final thoughts on moderation ethics
At the end of the day, a roblox fe ban script is just a tool. It's how you use it that matters. I always suggest including a "Reason" parameter in your ban events. Not only does this let the player know why they were kicked (which might actually help them improve their behavior), but it also helps you keep a log of what your moderators are doing.
Keeping your game's community healthy is a constant battle, but with the right technical setup, it's one you can actually win. Just remember to keep your scripts organized, secure your RemoteEvents, and always double-check your DataStore logic. Happy developing, and hopefully, your ban list stays short!