If datastores fail, its gone, ur stuff is gone.
And yes im kinda against datastores tho, since the maps could be really large and datastores could easily fail with the amount of parts spawned or changed by players.
If datastores fail, its gone, ur stuff is gone.
And yes im kinda against datastores tho, since the maps could be really large and datastores could easily fail with the amount of parts spawned or changed by players.
Itâs do-able locally with a port-forwarded-access server (would allow for better pre-encoding for space storage if you had a lower level language before pushing to the database), and he seems to have no regard for his parentâs electrical cost, so this is the best alternative.
I wont port forward stuff, it shouldnt be needed tho.
If you want to store a material for example, put it in an enumerator:
local Materials = {
Cobblestone = {--[[Cobblestone properties]]}
};
-- You would be saving "Materials.Cobblestone" instead of
-- {Material = Enum.Material.Cobblestone, BrickColor = BrickColor.new("Green")} -- (probably wrong but just an example)
The bandwidth though. I get charged $10 for every 50GB block after 1,200 GBs. So most definitely gonna be more combined with that electrical cost depending on your internet provider.
In the worst case scenario they will terminate service.
And I also wont pay for stuff as I said
Why not? Only your server would ever have to see your IP, the only other alternative is DataStore. Portforwarding is free.
I know port forwarding is free, but my dad wont allow me to port forward stuff since the website for the router says at the port forwarding part that it will get acces to mail clients and stuff like that so thats why he wont allow me to port forward.
Not sure what this is supposed to mean, as long as you donât inform anyone of your IP and only open the correct ports, your information and activity is entirely safe.
Well that wont change my dadâs mind
Not sure I understand this, but port forwarding simply makes a local address discoverable on a specific port for your public facing IP. Thereâs probably more technical terms for that though. Perhaps thereâs more to it and you can look into this more and discuss with your dad your plans?
Well first of all I wasnt thinking of port forwarding at all, but about that bot u talked about, how would that sort of work?
Have fun with DataStores then.
oh noes, that will be hell, well theres no other thing to do then without port forwarding and paying, so i guess i will have to choose the path of hell
I never mentioned a bot. But mainly you know what type of servers you want. So youâd just save the associated data with a named server. Then load a manual list of servers.
It kind of wonât work with Robloxâs automatic servers. Instead of Roblox creating a server for you. Think of it as you creating a server for yourself. Like an MMORPG usually have named worlds. Each world is a server and your data is associated with only that server.
The limitations are that you can only have as many servers as you have names. So when roblox create you a server automatically and you run out of names, you would need to handle a case like this otherwise youâd end up with 2 zulus, and 3 bravos. (Zulu and Bravo being a name for a server instance).
And that would defeat the purpose of the system in the first place.
sorry i replied to the wrong person, rigid had the idea for a bot
But I guess I will have to use datastores, or no saving at all
How would bots be so reliable? I mean, one server shutdown and its over, no matter how many bots were playing the game. Imagine if some accident happens with roblox servers or they force your server to shutdown for a roblox update. Datastores would be way more reliable, you just need to know how to optimize data usage.
I was making a survival game like minecraft which was saveable, if you want it I can pass the idea to save that âserverâ, i even already applied it and it worked:
Note this is a method which I copied from someone, it had a name but I forgot what it was, you can try searching it up.