DataStore request was added to queue Error

When multiple players join my game, it generates a bunch of errors and basically breaks my game.

Here is a screenshot:Roblox 09_07_2020 20_49_00 (2)|690x450

Could you guys check my code and help me?

Here is the code:

local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local RunService = game:GetService("RunService")

local DataStore = DataStoreService:GetDataStore('youtubetutorialv:02')


--// Settings \\--
local StarterData = {
	Kills = 0;
	Slashes = 0;
	Cash = 0;
};
local playersavetable = {};
local AUTO_SAVE_INTERVAL = 180; -- time when the game auto saves

--// Functions \\--
local function loadStarterData(Player) -- loading the starter data
	local Stats = Instance.new("Folder")
	Stats.Name = 'leaderstats'
	Stats.Parent = Player
	for statname, statvalue in pairs(StarterData) do
		if type(statvalue) == "number" then
		    local numbervalue = Instance.new("NumberValue")
			numbervalue.Name = statname
			numbervalue.Value = statvalue
			numbervalue.Parent = Stats
			
		elseif type(statvalue) == 'boolean' then

		elseif type(statvalue) == 'string' then
			
		end
	end
	
end

local function loadData(Player)-- Loading saved data
	local Data
	local s, e = pcall(function()
	    Data = DataStore:GetAsync('UserId'..Player.UserId)
	end)
	
	if s then
		print('Getting '..Player.Name.."'s data was for the main leaderstats successful")
	else
		warn('something went wrong when loading'..Player.Name.."'s data")
	end
	
	if Data then
		for statname, statvalue in pairs(Data) do
			Player.leaderstats[statname].Value = statvalue
		end
		print(Player.Name.."'s main leaderstats data has been loaded!")
	else
		print(Player.Name..' has no main leaderstats data! Generating new data')
	end
end

local function saveData(Player)-- Saving data
	if RunService:IsStudio() then return end
	local Data = {}
	for _, stat in pairs(Player.leaderstats:GetChildren()) do
		Data[stat.Name] = stat.Value
	end
	local s, e = pcall(function()
		DataStore:SetAsync('UserId'..Player.UserId, Data)
	end)
	if s then
		print(Player.Name.."'s data has been successfuly saved")
	else
		warn('Something went wrong while saving '..Player.Name.." 's data")
	end
end

Players.PlayerAdded:Connect(function(player)-- loading the data when the player joins
	playersavetable[player] = tick()
	loadStarterData(player)
	loadData(player)
end)

Players.PlayerRemoving:Connect(function(player) -- saving the data when a player quits the game
	saveData(player)
end)

while true do
	wait(1)
	for _, player in pairs(Players:GetPlayers()) do
		if tick() - playersavetable[player] >= AUTO_SAVE_INTERVAL then
			saveData(player)
			playersavetable[player] = tick()
		end
	end
end
1 Like

This error is because of data store limits. I had the same problem with my global leader boards but i fixed it by spreading out the time, so that they don’t all update at once

3 Likes

Was about to say that. (30 chars)

1 Like

ok, but how do i exactly fix this?

Probably best to slow down on the requests bucko.

1 Like

You spread the loading of the players data

I am new to this whole DataStore scripting, what do you mean by that?

1 Like

Umm, do you have any other scripts that use data saving?

yes, honestly I have quite few of them.

You gotta limit your requests on data stores, they have limits!

1 Like

Honestly man, i’m also new to scripting and i don’t fully understand that data store script.

what are the limits per player? I have seen the documentation page but i dont fully understand.

1 Like

Do you think it is maybe because of using the same key?

1 Like

https://developer.roblox.com/en-us/articles/Datastore-Errors

This is how many requests are allowed per minute image for getting and setting. If your getting errors you need to slow down your requests, maybe by using wait in some of your saving scripts.

1 Like

where would I put the wait? I am a bit confused on where to put it.

1 Like

Can I see some of your other scripts that also use the datastore service?

when I play my game alone it works perfectly fine. But when a lot of players join in the same time it makes the DataStore error.

Maybe increase that Wait(1) to a larger number?