Need Help with Datastore Limit and Multi-Key Handling Using ProfileService

Good day folks,

I hope you’re doing well. Finally decided to create this topic because I’ve encountered a challenge with DataStore limits and managing multiple keys using ProfileService.

My situation:
I’m currently facing an issue with DataStore limits (4mb). The game I’m working on is about building blocks on a (360, 3, 288) sized plot and you have slot saves with the ability to load them later on, and with autosaving too, pretty much a system like Build A Boat For Treasure - Roblox. But I’m hitting the data store key limit pretty easy. And the way to solve this issue is using multiple keys, each slot / save is in its own key, with ProfileService.

However, I couldn’t find resources or guides that explain how to implement multi-key support with ProfileService effectively. Most of the documentation and tutorials out there focus on basic usage scenarios and don’t cover how to multi-key handling. Or it might be just me that never understood how it would work.

Here’s what I’ve tried so far:

  • I’ve looked into the ProfileService documentation, but it lacks explanations or examples for managing multiple keys which makes sense because I should be able to figure that out myself but I couldn’t.
  • Scripting, nothing because I couldn’t figure out how it would work and how I would handle it and access each key when needed and how to even add a new key in ProfileService.

Any help is very appreciated.

Thank you for your time!

2 Likes

You might not be able to use ProfileService for this. I might be wrong, though, I haven’t used ProfileService - I code data stores on my own. You could use multiple keys, and split them - or you could use multiple DataStores (might be more efficient for sorting sectors of every player’s data). Maybe you could leave the loading to ProfileService and do the saving yourself.

Hope this helps.