It uses BindToClose, and that’s the best that’s possible.
I have another question. If I wanted to clear everyone’s data, am I correct in thinking that changing the master key for the combined data stores will do that? Or do I still need to change every key?
What would be really useful is to be able to put a minimum tick to get from.
So you can “reset” data for version updates or seasonal content without losing records of the past. And without keeping a different datastore for each iteration.
Is it fine to combine a bunch of datastores to one master key? I’m making a game and I need a lot of different data saved so I’m wondering if too many will cause it to throttle and fail. Thanks!
EDIT: Also, if I do :Save() on one Datastore inside of a master key, does it save for every datastore or just that one?
Yes–this is what you should be doing.
Should save them all.
Just changing the master key works.
Is there any other way resetting data than changing the key?
There is not currently.
I’m not sure what you’re asking. To combine data stores, right after requiring DataStore2 write:
DataStore2.Combine("DATA", "coins", "levels", "whatever", "etc")
And then just use the stores as normal
DataStore2("coins", player)
DataStore2("levels", player)
DataStore2("whatever", player)
Lets suppose that for some reason, there are 2 scripts:
One script contains:
DataStore2(“coins”, player)
DataStore2(“levels”, player)
Another script contains:
DataStore2(“whatever”, player)
In that case, how DataStore2.Combine should be used? It have to be used in both scripts right after requiring DataStore2?
The one script has:
DataStore2.Combine("DATA", "coins", "levels")
The other has:
DataStore2.Combine("DATA", "whatever")
Thanks I will trust the module and use it in my new game BloxyCity - Updates
Greetings kevini44
Is Crazyman32s DataStore editor compatible with DataStore2?
Wow! Thanks for the information, never knew about this until you posted this.
Pretty dumb question, but how would you take something from an IntValue with DataStore2? I never used this before, but saw the tutorial listed and have some understanding of it now, like how I used to do it: player.fjweoifgjgri.Value = player.fjweoifgjgri.Value - 50
Can you access the DataStore of an offline player?
No, that’s not how datastores work. I don’t even think you can make an offline datastore since if I’m not mistaken roblox removed a lot of the os file manipulation functions.
You can access normal datastores of offline players with their key (probably their UserId for example). But DS2 requires the player instance, which makes that not possible
Oh sorry I misunderstood your question, I thought you meant the roblox studio offline mode where you dont need wifi
oh no, not that lol. Although it is possible, you can simulate local datastores for offline studio there is a thread for it I think
Yes, you just need backtrack the system to determine how it wrote the Scope and the Key to access the datastores you want to see.
This is probably a good thing to know how to do with the new European Data Privacy laws.