
Key RequiredUniversal

local me = game.Players.LocalPlayer
local root = me.Character and me.Character:FindFirstChild('HumanoidRootPart')
if root then root.Anchored = true end
local offset = Vector3.new(0, 0, 0)
local origin = CFrame.new()
local tool
for _,v in ipairs(me:GetDescendants()) do if v.Name == 'SyncAPI' then tool = v.Parent break end end
if not tool then for _,v in ipairs(game.ReplicatedStorage:GetDescendants()) do if v.Name == 'SyncAPI' then tool = v.Parent break end end end
if not tool then warn('yo ur not have f3x') return end
local syncApi = tool:FindFirstChild('SyncAPI')
local remote = syncApi and syncApi:FindFirstChild('ServerEndpoint')
if not remote then warn('no server endpoint found') return end
local function _(args)
if not remote then return end
if remote:IsA('RemoteEvent') then
pcall(remote.FireServer, remote, unpack(args))
else
task.spawn(pcall, remote.InvokeServer, remote, unpack(args))
end
end
function CreatePart(partType, cf, parent)
if not remote then return nil end
local worldCF = (origin + offset) * cf
local success, part = pcall(function() return remote:InvokeServer('CreatePart', partType, worldCF, parent) end)
return success and part or nil
end
function MovePart(part, cf) if not part then return end local worldCF = (origin + offset) * cf _({'SyncMove', {{['Part'] = part, ['CFrame'] = worldCF}}}) end
function Resize(part, size, cf) if not part then return end local worldCF = (origin + offset) * cf _({'SyncResize', {{['Part'] = part, ['CFrame'] = worldCF, ['Size'] = size}}}) end
function SetTrans(part, int) if not part then return end _({'SyncMaterial', {{['Part'] = part, ['Transparency'] = int}}}) end
function Setmate(part, int) if not part then return end _({'SyncMaterial', {{['Part'] = part, ['Material'] = int}}}) end
function Color(part, color) if not part then return end _({'SyncColor', {{['Part'] = part, ['Color'] = color, ['UnionColoring'] = false}}}) end
function SetAnchor(boolean, part) if not part then return end _({'SyncAnchor', {{['Part'] = part, ['Anchored'] = boolean}}}) end
function SetCollision(part, boolean) if not part then return end _({'SyncCollision', {{['Part'] = part, ['CanCollide'] = boolean}}}) end
function AddMesh(part) if not part then return end _({'CreateMeshes', {{['Part'] = part}}}) end
function SetMesh(part, meshid) if not part then return end _({'SyncMesh', {{['Part'] = part, ['MeshId'] = 'rbxassetid://' .. meshid}}}) end
function SpawnDecal(part, side) if not part then return end _({'CreateTextures', {{['Part'] = part, ['Face'] = side, ['TextureType'] = 'Decal'}}}) end
function AddDecal(part, asset, side) if not part then return end _({'SyncTexture', {{['Part'] = part, ['Face'] = side, ['TextureType'] = 'Decal', ['Texture'] = 'rbxassetid://' .. asset}}}) end
function MeshResize(part, size) if not part then return end _({'SyncMesh', {{['Part'] = part, ['Scale'] = size}}}) end
function SetName(part, stringg) if not part then return end _({'SetName', {part}, stringg}) end
function vect(part, of) if not part then return end _({'SyncMesh', {{['Part'] = part, ['Offset'] = of}}}) end
function reflect(part, int) if not part then return end _({'SyncMaterial', {{['Part'] = part, ['Reflectance'] = int}}}) end
function SetMeshtype(part, type) if not part then return end _({'SyncMesh', {{['Part'] = part, ['MeshType'] = type}}}) end
local generatedParts = {}
task.wait(0.1)
local resizes = {}
local colors = {}
local materials = {}
local anchors = {}
local collisions = {}
local names = {}
task.wait(0.1)
task.spawn(function() pcall(function() generatedParts[1] = CreatePart("Normal", CFrame.new(0.000, -10.000, 0.000, 1.000, 0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000, 1.000), workspace) end) end)
local maxWait = 3.0
local start = os.clock()
while os.clock() - start < maxWait do
local completed = true
for i = 1, 1 do
if not generatedParts[i] then
completed = false
break
end
end
if completed then break end
task.wait(0.05)
end
if generatedParts[1] then
table.insert(resizes, {['Part'] = generatedParts[1], ['CFrame'] = (origin + offset) * CFrame.new(0.000, -10.000, 0.000, 1.000, 0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000, 1.000), ['Size'] = Vector3.new(512.000, 20.000, 512.000)})
table.insert(colors, {['Part'] = generatedParts[1], ['Color'] = Color3.new(0.173, 0.396, 0.114), ['UnionColoring'] = false})
table.insert(materials, {['Part'] = generatedParts[1], ['Material'] = Enum.Material.Grass, ['Transparency'] = 0.000, ['Reflectance'] = 0.000})
table.insert(anchors, {['Part'] = generatedParts[1], ['Anchored'] = true})
table.insert(collisions, {['Part'] = generatedParts[1], ['CanCollide'] = true})
table.insert(names, {['Part'] = generatedParts[1], ['Name'] = "Baseplate"})
end
task.wait(0.1)
pcall(function() _({'SyncResize', resizes}) end)
task.wait(0.35)
pcall(function() _({'SyncColor', colors}) end)
task.wait(0.35)
pcall(function() _({'SyncMaterial', materials}) end)
task.wait(0.35)
pcall(function() _({'SyncAnchor', anchors}) end)
task.wait(0.35)
pcall(function() _({'SyncCollision', collisions}) end)
task.wait(0.35)
for _, v in ipairs(names) do if v.Part then pcall(function() _({'SetName', {v.Part}, v.Name}) end) end end
if root then root.Anchored = false end



why is it just one piece created?
is not meepcity