So I was creating a printer system where a player is given a tool that allows them to place a printer into the workspace. It worked fine when it was in the StarterPack, but when I manually gave them the tool (via cloning and placing in backpack), the server side of this script broke.

Here's the client side of the script:

local tool = script.Parent
local player = game.Players.LocalPlayer
local char = workspace:WaitForChild(player.Name)
local mouse = player:GetMouse()
local rs = game:GetService("RunService")
local canPreview = true
local canPlace = true
local canUse = true

local preview = game.ReplicatedStorage.Printer:Clone()
tool.Equipped:Connect(function()
	if canUse == true then
		canPreview = true
		preview.Parent = workspace
		preview.Transparency = 0.5
		preview.CanCollide = false
		tool.Activated:Connect(function()
			if canPlace == true then
				canPlace = false
				canUse = false
				game.StarterPlayer.Place:Play()
				tool.Place:FireServer(preview.Position)
				preview.Parent = nil
			end
		end)
	end
end)
tool.Unequipped:Connect(function()
	canPreview = false
	preview.Parent = nil
end)

tool.Place.OnClientEvent:Connect(function()
	tool:remove()
end)
	
rs.RenderStepped:Connect(function()
	if canPreview == true then
		preview.Position = mouse.Hit.p + Vector3.new(0,preview.Size.Y/2,0)
	end
end)

Here is the server side of the script:

local printInterval = 250
local timeDelay = 5
local maxPrint = 3000
script.Parent.Place.OnServerEvent:Connect(function(player,pos)
	print("uh ok")
	local clone = game.ReplicatedStorage.Printer:Clone()
	clone.Parent = workspace
	clone.Position = pos
	clone.SurfaceGui.Title.Text = player.Name.."'s printer"
	clone.SurfaceGui.Printed.Text = "Money printed: $0"
 	clone.MoneyStored.Changed:Connect(function()
		clone.SurfaceGui.Printed.Text = "Money printed: $"..clone.MoneyStored.Value
	end)
	
	clone.ClickDetector.MouseClick:Connect(function()
		print("Give $"..clone.MoneyStored.Value.." to "..player.Name)
		if clone.MoneyStored.Value >= maxPrint then
			clone:remove()
		end
	end)
	
	repeat
		clone.MoneyStored.Value = clone.MoneyStored.Value + printInterval
		clone.Printer:Play()
		wait(timeDelay)
	until
	clone.MoneyStored.Value >= maxPrint
	script.Parent.Place:FireClient(player)
end)

My hypothesis is that the script breaks when it becomes a child of a client sided parent (like the backpack), but even if that's true, I don't know how to prevent the script breaking on client side.

Help please!