As the title says, I’m trying to make the game remember when quests/cutscenes have happened. My original plan was to create a folder with a bunch of values and I save (datastore) the values of those values to show that a player has accepted/not started a quest. However, I plan to have a lot of quests and a couple cutscenes so I assumed this method would overwhelm datastores. What is another method for the game to remember when a player has not started/accepted a quest?
I’m curious, could you explain further why you’d use os.time() and not a simple boolvalue? Is there any particular reason for it?
I’m not sure the “when” in his question is literally the time “when”, but yeah I also just noticed that. But in OP’s case, it should suffice to just create simple boolvalue datas.
I do not see why you cannot use datastores for this. It would just be a simple true or false thing for each quest.
I was just worried that with too many quests it would cause datastores to have a long queue time of some sort (I’m not very familar with datastores, still learning a lot about them). But from what you and @astra_wr said, I will use boolvalues to remember it. Thanks for the info guys!
Optimize when you actually have to. ![]()
You will want to use datastores if you want the boolean values to save between servers.