I am a bit confused on backups. I have my data working just fine, saving and loading and now am looking to implement the backups.
If it reaches the maximum amount of retries, does it just prevent data from saving? Also it says it will set the value of the data store to the value provided. Does that mean if the game fails to get its data X amount of times, their data will become nil if no value is passed? Confused I am.
I do have to say, I love this post, this is a great asset for my game. It completely changed the way my data-saving works and has seasoned my skills with proper data-store usage. After fiddling around with it, I figured out how to implement it into my new upcoming game. Bravo, and great job! Keep up the excellent work
Did have a quick question, when adding new data to my save table. It would make that data nil obviously. But the only way to get around this is resetting the data store. Is there a method where I could possibly add new data without it being set tot nil?
I had a function for my old datastore like this:
local Default = blankData.ReturnBlankData()
for Key,Value in pairs(Default) do
if sessionData[Player.UserId][Key] == nil then
sessionData[Player.UserId][Key] = Value
Not sure if it’s good enough for this datastore though.
I didn’t say that wouldn’t work? but wouldn’t there be some automation with this if I had a large player-base and don’t wanna have to go to studio and make a table nil, then proceed to save the game and shutdown the entire game?
I suppose i’ll just add something to the datastore module.
Anything DataStore2 would provide would just be the same thing, so I’m not sure what could be introduced to help with this. If you used combined data stores (which you should be), I want to eventually introduce a way to clear a combined data store.