Ok before i start off i know this is a internal issue, but this has been happening for the past few days and its quite annoying , sometimes my data wont load correctly or save correctly, the chances of it happening is around 40%
I usually run my datastores like this
local Keys = {
[true] = "TD_2",
[false] = "MD_2"
}
local DataTemplate = {
Inventory={
Skins={["1"]="1"},
Pickaxes={["10"]="10"},
Gliders={["17"]="17"},
Emotes={["24"]="24",["26"]="26"},
Trails={["18"]="18"}
},
Settings={
Wall = "F1",
Floor = "F2",
Ramp = "F3",
Pyramid = "F4",
Edit="G",
EditOnRelease = false,
Slot1 = "One",
Slot2 = "Two",
Slot3 = "Three",
Slot4 = "Four",
Slot5 = "Five",
Slot6 = "Six",
ChunkSystem = false,
Shadows = true,
VFX = true,
AutoPickUp=true,
["Scroll Wheel Reset"] = false,
["No Textures"] = false
},
Stats = {
Bucks = 5000,
EquipedItems={
Skin = "1",
Pickaxe="10",
Glider="17",
Trail="18",
Emote1="26",
Emote2="24",
Emote3="24",
Emote4="24"
},
LevelInfo={
Normal={
Level=1,
MaxXP=100,
XP=0,
},
Season={
Level=1,
MaxXP=100,
XP=0,
},
},
GameModes = {
Solos = {KDR=0,Wins=0,TimePlayed=0},
Duos = {KDR=0,Wins=0,TimePlayed=0},
Squads = {KDR=0,Wins=0,TimePlayed=0},
}
},
}
local ProfileDataStore = ProfileServie.GetProfileStore(Keys[RunService:IsStudio()],DataTemplate)
local function PlayerAdded(player)
player:SetAttribute("Teleporting",false)
local profile = ProfileDataStore:LoadProfileAsync("plr_"..player.UserId,"ForceLoad")
if profile then
profile:Reconcile()
profile:ListenToRelease(function()
game.ReplicatedStorage.PlayerData[player.Name]:Destroy()
Profiles[player]=nil
if player:GetAttribute("Teleporting") == true then return end
if workspace:GetAttribute("SoftShutDown") == true then return end
player:Kick()
end)
profile:ListenToHopReady(function()
player:SetAttribute("HopReady",true)
end)
if player:IsDescendantOf(Players) then
Profiles[player]=profile
LoadData(player)
else
profile:Release()
end
else
player:Kick()
end
end
not 100% if its my end
MAY need to move to bug reports i’ve seen topics about this but there quite old now
Thanks