you wont be able to use the datastore if you have not published not much you can do maybe comment out the parts that error of wrap them in pcall and ignore the errors when your not published
Question: Does this have a similar feature to ProfileService that allows āMockā sessions to be created?
The usage Iām looking for: Saving data, but only for a single server for testing purposes.
EDIT: Nevermind. The āDisable Savingā section in āSuphiās DataStore Module Extras - Roblox Scripting Tutorialā answers my question.
Your channel has helped me a ton during my journey. I plan to use this long term and heavily integrate it. Will the module continue to work fine as my game scales in systems?
I donāt see why it would stop working
In case you doubt the reliability of this module, I wanted to share my personal experience with it.
Used it for my new game and everything is going great. MemoryStore usage is negligible (<2%), and no data loss at all. Main feature for me was the ease of use in programming it. Was able to develop all datasaving much faster compared to using ProfileService.
Overall a very robust system, thanks again.
Just wanted to chime in with a real-world example of this module being used by us in Zombie Zone, with 200+ CCU for the past month and no reports of any data issues. Amazing module and makes DataStores a breeze to work with. Thank you for this resource!
Can anyone help me with this wrapper, Its not working and Iām not sure as to why
Hi,
I see that the SDM Module (downloaded using the toolbox) is a client script. So, is it no problem if I put this script under StarterPlayerScripts?
Thank You
its a modulescript and it only works on the server side
maybe you downloaded the wrong thing
ok, I think itās client file as the color is similiar.
But how to make sure module script safe, are below suggestion correct?
A ModuleScript
can work on both the server side
and client side
but because Suphiās DataStore Module
only works on the server side
there is no point replicating it to the client (it would just waste network data for no reason)
so you will want to put the ModuleScript
inside ServerScriptService
or ServerStorage
I think this might be a good video for you to watch:
And maybe this one as well:
This should show you that replicating a ModuleScript
to the client has zero effect for exploiters
exploiters are capable of injecting there own custom code/scripts any code found inside a ModuleScript
is not required by the exploiter
what do you think about the new ProfileStore that loleris released? Is Suphiās Datastore still superior?
Not sure if itās a relevant question seeing as how Suphiās can accomplish things that arenāt possible by ProfileStore
If youāre talking about ease of use, having used both Suphiās and ProfileService and ProfileStore, ProfileService/Store is easier to use at the beginning as a new user.
But in my opinion after you get used to it Suphiās is better all around.
Also, pretty sure suphiās uses 50% less datastore requests since it only really has to use Set requests.
Can you update the module to automatically convert Lua objects to forms compatible with JSON?Like for example, turning Color3s into Hex codes?
this module does not scan your data this was a design choice so the module does not know what types you have used so would not be able to automatically convert them to make them compatible
maybe you could make a external module to converte types before setting and reading values or maybe you could modify the save/load functions to scan the value before saving/loading but thatās not something I personally would be willing to add
Ah, that makes sense. Though if the concern is privacy-related you could write a function for data conversion, but have a variable(off by default) that specifies whether or not to use that function
But if you donāt feel like adding it like that either, I can implement the logic on my end :)
The concern is not privacy-related its performance related
the datastore is saved every 30 seconds by default
and if there are 100s of players in your game
I donāt want the module to constantly have to traverse complex tables and check the type of every value my goal is to keep the module as lightweight as possible
Just wondering, how would you check if a value was changed via the datastore, not the specific value (IntValue) in the Leaderstats folder? Ex; If you have settings how can you check if the value was changed incase the game did it via a different script through events and module scripts.
You can probably make your own signal for that.