DataStore2 Oversized DataStore?

So I’ve decided to look into DataStore2 and I just had one quick question about it. How does it deal with DataStores that are too big to be saved? Does it just fail to save, or does it have a multi-save system to save it regardless?

Thanks

DataStore2 is a wrapper for data stores, so it has the same restrictions really.

I noticed in the API that it had something called DataStore2.Combine and SaveAll. Could those be used to multi-save and possibly bypass the limit if I split the data into multiple stores?

The former combines every given key into the given master key.

https://kampfkarren.github.io/Roblox/advanced/saving_methods/

OrderedBackups use multiple data stores rather than 1. Whereas the standard method is just a classic data store. It really just depends on your use case. If you are hitting the limit anyways you probably might need to restructure your code anyways. What are you trying to save anyways that the size limit is becoming an issue for you hence this question?

To be honest, it’s kind of my fault. It’s an old game that I’m trying to fix as people occasionally lose data randomly (rarely, but enough to be troublesome) and it’s not that difficult to reach the max as well (which thankfully only prevents new saves instead of erasing).

I’m basically stuffing everything into one table to save, but the biggest issue is one table that can have any number of items in it. They’re all saved by the name of their object, but there are over 800 different names. It starts to get a bit troublesome when people have 4k+ items. It also lags the inventory, but that’s a separate issue.

My only thought was to switch from saving item names to item IDs, which would probably cut down a lot, but I’m still a bit worried about that. Alternatively, I was also thinking about splitting up the save into multiple per couple thousand items or so, but that complicates things even more.