I’m trying to design my own DataStore like Bereeza so can I get different examples on how would you like save data keep in mind this must come from you and I’m not asking for a script but for a example.
If you’re wanting a method similar to Berezaa’s than I suggest you look into DataStore2. There are also many tutorials with others ways to accomplish this. I recommend you search the forum something like: “saving data”. You should be able to find a bunch of other topics that cover this same idea.
Idk if this is possible. But I always wondered if you could use your own database and get httpservice and update it from in game. Of course managing that data is hard. But not sure if it’s possible but it would be interesting.
No it’s possible I just need to figure the points of http cuz you know how hard it is getting data from the http it’s like learning how to make a computer from scratch lmao
Not really. I suggest you take a look at python webscraping. It’s very useful in these scenarios. But the only problem is roblox httpservice is limited to certain things.
but again like all engines Roblox has a nerve I just gotta hit that nerve then boom it’s like doing surgery but this is very complicated to do
This is possible, all you need is your own http server backend, and your choice of a database (I use SQLite). However, this solution may not be as reliable as using Roblox data stores, because it depends on the Roblox servers being able to reach your http server. It may be risky to have critical functionality like saving player data being dependent on an external server.
If you save it on the cloud. This reduces the stress of roblox data stores failing. Most datastores that scripters write are not failing due to Roblox’a Datastore but how the scripter wrote it. In some cases, yes the datastore does fail and yes we can’t do anything about it. Datastore2 is there for a reason but it’s annoying how you have to save every time a player obtains the given item. I would love to make a datastore module that saves 99-100% of the time on player leaving so you don’t have to save it each time a player gets the item.
Yea that’s what included trying to do I’m trying to make a datastore that is guaranteed to save players data unless Roblox DataStoreService screws up that’s not on me but I’m trying to make a Service that has no holes where it always saves data.
Easy way of making sure data saves at the moment is have a save GUI button or using datstore 2
In some scenarios, auto save would be the best option for data loss prevention.
I respectfully disagree. Using httpservice will not increase your reliability in being able to save upon a player leaving, since the issue with datastores not saving upon a leaving player is because of the event not being fired, so either way, if it is through http or datastores, you will have to deal with the same problem. Using an external server just creates another endpoint where a potential failure could occur. Automatically saving when player data is updated is your best bet for preventing data loss, and with a solution like DataStore2, your chances of data loss are even lower.
Hmm I agree so the only way is to get it through the DataStoreService but I’ll still use http for extra cases
There’s a limit to how many requests you can send to save data and that just caught my attention because what if you had a while loop and every certain amount of seconds divided by the amount of players in game, it would save the data. Not sure if this would work out, but it sounds promising to me. I’ll do some testing with it tomorrow.
Yea there is a limit especially for the weak DataStores
I disagree with you. The problem isn’t the event not firing but roblox datastores itself are failing.
Yes, you can definitely use http as a backup just in case, but I would not reccomend using http as the only method to retain player data.
It wouldn’t make sense to keep saving player data repeatedly if it hasn’t changed since the last save.
Well the only other way would be to save upon getting the item.
I want to avoid that. It’s not the best solution.