I just noticed that data on my game hasn’t been saving and there was a warning saying “Data store request was added to queue.” screenshot below.
local DataStore = game:GetService("DataStoreService")
local PolicyService = game:GetService("PolicyService")
local standdata = DataStore:GetDataStore("Stand2")
local moneydata = DataStore:GetDataStore("Cash2")
local diamonddata = DataStore:GetDataStore("Diamonds2")
local coindata = DataStore:GetDataStore("MasteryCoins2")
local xpdata = DataStore:GetDataStore("XP2")
local slot1data = DataStore:GetDataStore("Slot4")
local slot2data = DataStore:GetDataStore("Slot5")
local slot3data = DataStore:GetDataStore("Slot6")
local RunService = game:GetService("RunService")
game.Players.PlayerAdded:Connect(function(player)
local playerKey = "Player_" .. player.UserId
--Leaderstats
local data = Instance.new("Folder", player)
data.Name = "Data"
--Stand
local stand = Instance.new("IntValue", data)
stand.Name = "Stand"
--Check their stand
local myStand
local success, err = pcall(function()
myStand = standdata:GetAsync(playerKey)
end)
if success then
stand.Value = myStand
else
stand.Value = 1
end
stand.Value = standdata:GetAsync(player.UserId) or 1
--Save their stand
standdata:SetAsync(player.UserId, stand.Value)
stand.Changed:connect(function()
print("Saving data...")
standdata:SetAsync(player.UserId, stand.Value)
print(player.UserId.."'s data has been saved!")
end)
--game.OnClose = function()
--standdata:SetAsync(player.UserId, stand.Value)
--print(player.UserId.."'s data has been saved!")
--end
--TRADING DATA
local ableToTrade = Instance.new("BoolValue")
ableToTrade.Name = "TradingEnabled"
ableToTrade.Value = PolicyService:GetPolicyInfoForPlayerAsync(player).IsPaidItemTradingAllowed
ableToTrade.Parent = data
--local stand = Instance.new("IntValue", data)
--stand.Name = "Trading"
--Money
local money = Instance.new("IntValue")
money.Parent = data
money.Name = "Money"
--Check their money
local myMoney
local success, err = pcall(function()
myMoney = moneydata:GetAsync(playerKey)
end)
if success then
money.Value = myMoney
else
money.Value = 100
end
money.Value = moneydata:GetAsync(player.UserId) or 100
--Save their money
moneydata:SetAsync(player.UserId, money.Value)
money.Changed:connect(function()
print("Saving data...")
moneydata:SetAsync(player.UserId, money.Value)
print(player.UserId.."'s data has been saved! (Cash)")
end)
--Diamonds
local Diamonds = Instance.new("IntValue")
Diamonds.Parent = data
Diamonds.Name = "Diamonds"
--Check their Diamonds
local myDiamonds
local success, err = pcall(function()
myDiamonds = diamonddata:GetAsync(playerKey)
end)
if success then
Diamonds.Value = myDiamonds
else
Diamonds.Value = 0
end
Diamonds.Value = diamonddata:GetAsync(player.UserId) or 0
--Save their money
diamonddata:SetAsync(player.UserId, Diamonds.Value)
Diamonds.Changed:connect(function()
print("Saving data...")
diamonddata:SetAsync(player.UserId, Diamonds.Value)
print(player.UserId.."'s data has been saved! (Diamonds)")
end)
--MasteryCoins
local coins = Instance.new("IntValue")
coins.Parent = data
coins.Name = "coins"
--Check their Diamonds
local myCoins
local success, err = pcall(function()
myCoins = coindata:GetAsync(playerKey)
end)
if success then
coins.Value = myCoins
else
coins.Value = 0
end
coins.Value = coindata:GetAsync(player.UserId) or 0
--Save their money
coindata:SetAsync(player.UserId, coins.Value)
coins.Changed:connect(function()
print("Saving data...")
coindata:SetAsync(player.UserId, coins.Value)
print(player.UserId.."'s data has been saved! (Mastery Coins)")
end)
--Experience
local experience = Instance.new("IntValue")
experience.Parent = data
experience.Name = "XP"
--Check their experience
local myExperience
local success, err = pcall(function()
myExperience = xpdata:GetAsync(playerKey)
end)
if success then
experience.Value = myExperience
else
experience.Value = 0
end
experience.Value = xpdata:GetAsync(player.UserId) or 0
--Save their money
xpdata:SetAsync(player.UserId, experience.Value)
experience.Changed:connect(function()
print("Saving data...")
xpdata:SetAsync(player.UserId, experience.Value)
print(player.UserId.."'s data has been saved! (Experience)")
end)
-- Slots made by sfant43/SirWolk
local Slot1 = Instance.new("IntValue"); Slot1.Name = "Slot1"; Slot1.Parent = data
local Slot2 = Instance.new("IntValue"); Slot2.Name = "Slot2"; Slot2.Parent = data
local Slot3 = Instance.new("IntValue"); Slot3.Name = "Slot3"; Slot3.Parent = data
local mySlot1
local mySlot2
local mySlot3
local success1, err = pcall(function()
mySlot1 = slot1data:GetAsync(playerKey)
end)
if success1 then
Slot1.Value = mySlot1
else
Slot1.Value = 1
end
Slot1.Value = slot1data:GetAsync(player.UserId) or 1
slot1data:SetAsync(player.UserId, Slot1.Value)
local success2, err = pcall(function()
mySlot2 = slot2data:GetAsync(playerKey)
end)
if success2 then
Slot2.Value = mySlot2
else
Slot2.Value = 1
end
Slot2.Value = slot2data:GetAsync(player.UserId) or 1
slot2data:SetAsync(player.UserId, Slot2.Value)
local success3, err = pcall(function()
mySlot3 = slot3data:GetAsync(playerKey)
end)
if success3 then
Slot3.Value = mySlot3
else
Slot3.Value = 1
end
Slot3.Value = slot3data:GetAsync(player.UserId) or 1
slot3data:SetAsync(player.UserId, Slot3.Value)
Slot1.Changed:Connect(function()
slot1data:SetAsync(player.UserId, Slot1.Value)
print("Saved "..player.Name.." Slot1")
end)
Slot2.Changed:Connect(function()
slot2data:SetAsync(player.UserId, Slot2.Value)
print("Saved "..player.Name.." Slot2")
end)
Slot3.Changed:Connect(function()
slot3data:SetAsync(player.UserId, Slot3.Value)
print("Saved "..player.Name.." Slot3")
end)
coroutine.resume(coroutine.create(function()
local dataModule = require(game.ServerScriptService.data)
while player do
print(player.Name,"checking ban status.")
if dataModule.LoadData(player,"ban") == true and not RunService:IsStudio() then
local reason = dataModule.LoadData(player,"banReason") or "Unspecified reason."
local banner = dataModule.LoadData(player,"banner") or "server"
print("player is banned?")
--player:Kick("You are banned: " .. reason .. " | You were banned by " .. banner .. " | Appeal your ban in our discord: discord.gg/ZSrURxJ")
end
wait(30)
end
end))
end)
If anyone has an idea how to fix please let me know.