PET SIMULATOR 99 Play on Roblox ↗

Workers call the game.
One painter draws.

Calling one of this game's client modules permanently strips a thread's write access, so worker threads only ever hand finished text to a single painter thread that touches the UI. A full rebuild of a competitor's hub onto our own UI; not runtime-tested in-game yet.

Get Key
loadstring
loadstring(game:HttpGet("https://rvhub.wtf/loader.lua"))()
Place ID 3317771874 8 tabs
MODULES

What each tab does.

Multi-selects are comma-separated boxes (blank = all); single-selects are cycle buttons.

  • Breakables -- Auto Tap Breakables (an event-driven loop that damages everything in range off the game's own destroyed signal), a tap-interval slider, Send All Pets, Distribute All Pets.
  • Pet Movement -- Override Pet Speed with a multiplier slider, applied by hooking the game's own speed calculation so it broadcasts your value.
  • Merchant -- auto buy with a buy-mode cycle, a merchant list, max-per-cycle, purchase and settle delays, only-affordable, return-after-teleport, notifications, and a buy-one-cycle-now.
  • Fuse Machine -- auto fuse with min and max rarity cycles.
  • Gold / Rainbow Machine -- auto activate with a rarity list, use-maximum-pets, a pet-amount slider and an activation interval. A hard safety never feeds huge, gargantuan, titanic, exclusive or secret pets.
  • Vending Machines -- auto buy with a group list and a purchase delay.
  • Remote Auto Hatch -- auto hatch through the game's request remote from any distance, use-maximum-hatch or an amount slider, golden and charged eggs, skip egg animations (hooks the game's UI locks and sets an instant-hatch attribute), hide hatched pets, and a hatch-once-now.
  • Ranks -- Auto Ranks claims earned rank rewards (with save-check verification), debug warnings, prioritise highest stars, quest-teleport and quest-taps toggles, and a claim-now.
  • Zone & Gate Quests -- auto zone quests with a highest-star priority, and auto gate quests. A parallel engine runs rank, zone and gate goals at once: it scans breakables and live events for targets, splits pets across them, runs the gold-to-rainbow hatch chain, uses and upgrades potions, unlocks the next zone, and respawns comets and coin jars from inventory.
  • Fishing -- a mode cycle, auto fishing (fires the game's own cast sequence), auto upgrade rod.
  • Digsite -- a mode cycle, auto digsite (enables the game's own auto-miner), auto upgrade shovel.
  • Obby / Sled / Minefield -- toggles and delays that report "module not in this place" -- those are separate maps.
  • Keys -- auto open with a key list and delay, auto combine key halves.
  • Cards -- disable card-pack animations, auto open card packs with a list.
  • Fruits -- auto eat with a fruit list, a fruit-types list (Normal / Shiny), eat-maximum, an amount slider.
  • Spin Wheels -- auto spin with a wheel list and delay, auto request tickets with its own list.
  • Potions -- auto consume with tier and potion lists, an amount slider, and a use-now.
  • Gift Bags -- auto open with a list.
  • Lucky Breakout -- auto buy upgrades with a buy-order cycle and a selected list, a keep-bucks reserve, auto rebirth (gated at level 100), auto pick modifier with a preference cycle, and auto claim timed chests.
  • Lucky Eggs -- auto open the active Lucky Egg (uid resolved live each pass), use-maximum, an amount slider, return-to-board, and a debug toggle. It parks at the egg once, not once per hatch.
  • Misc -- Pet Auto-Repair (releases a deadlocked lock in the game's pet-networking so missing pets re-spawn), an unload button, and a session stats card.
  • Settings -- the shared UI settings (theme, keybind, config saves).
TRANSPARENCY

What it can't do.

The limits are worth knowing before you assume something's broken.

  • Damage isn't sent -- pets are pointed. Auto Tap fires the same unreliable damage event a normal click sends; there's no "deal X" call.
  • The Gold and Rainbow machines are one-way. The huge / exclusive / titanic / secret safety is checked two independent ways and both must agree before a pet is fed in.
  • Status shows as stats cards, not labels. Our UI kit has no free-text label, so each tab's readout is one card the painter thread updates.
  • Hatch results, machine outcomes, quest rewards and modifier rolls are all the server's.
  • Not yet tested live -- it's a parse-clean rebuild of a harvested hub, and it leans heavily on this game's internal module names.
START NOW

Grab your key and go.

One key, one loader, every module above.