uhhh how are you meant to make a daily shop with this since it doesnt explain how do you use it for guis
I understand that for accurate time synchronization from Google to Roblox, you need to account for network latency by adding a response delay variable that calculates the round-trip time and use half of it to adjust the time. But you should be adding the responseDelay variable to the originTime, not subtracting it.
return originTime + tick()-responseTime + responseDelay
Roblox does this with ‘GetServerTimeNow’.
is there anyway to forcefully reset the time? because i need it for testing purposes.
Thank you so much! I created a weekly shop system using this. :3
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“Make sure that http requests are enabled!”
It is already enabled and it’s still not working. ![]()
can someone help me ? how can the shop be the same in every server, i dont understand im sorry ![]()
Curious but how necessary is the “SyncTime” module anymore now that we have DateTime? I feel as though it may have been conceptualised before DateTime was available to developers but it should already be naturally synced to an extent reasonable enough to make a time-seeded shop like this, and you don’t suffer the (edge case) bottle neck of a potential failed call to Google to extract the header. It’s also using tick which is deprecated.
How does this system actually sync the shop across servers? The time would be synced, yes, but the items wouldn’t be, as there isn’t anything to actually broadcast what the items are? Also, if the player leaves, would the items/timer reset?
Amazing tutorial!
basically it’s a formula based on the time.
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since all servers have the same time, they get the same formula.
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since all servers have the same formula, they get the same answer
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since all servers get the same answer, they generate the same items
Might be understanding you wrong but the script is server-side, additionally the time is like the IRL time, for example 11:23AM. Don’t understand what you’re asking really.
I understand now, thanks!
I usually see global shops done with MemoryService where the shop items are synced through data rather than chosen from the actual time seed.
This shop is actually a pretty good solution that puts less stress on the game, but I was mistakenly asking where the data was actually being stored.
Thanks a lot!
How would I go about makinf the shop contain knifes (tool)
For those who are confused:
random.new is a function that generates random numbers based on a seed. And just like Minecraft, if you give it the same seed, the “random” sequence of numbers will be the same every time. By setting the seed to the current time it ensures that every server has the same seed, thus outputting the same “random” set of numbers, which determines the items in the shop. This ensures random items in the shop, BUT the items are still consistent across all servers. So basically “consistently random”.
necropost but httpservice is only available on the server