Info: Hey, I’m making a map-saving system (the player can build&save maps) I made a instance limit of 1k parts/map The player can have a total of 10 maps 124 KiB for a (1k part) map (
I’d do table datastore and save the parts information and their location under a datastore made specially for that map. Repeat for each of the ten maps.
The best way would be to combine all of your data into a singular string, which you can then decode:
"Part+22356+10416-11541+0+0+0400100200"
You’d have a few spaces to determine the Class/Asset name, a few more for the position and orientation, aswell as size. Remember to include characters to detect if the number is negative or not.
I am not 100% sure but you can try saving it as a JSONencoded table (which means it will be saved as a string) and then just decode it using HTTPService
You’re not the first one saving a ton of data. Think about games like bloxburg and jailbreak. Jailbreak has like hundreds of cars and saves your customization for each one of them whether you own it or not. I’m sure it’ll be fine
45 max bytes per part + 1000 max parts would result 45000 maximum bytes, which is 45 KB. You really don’t believe this to be a low number? For comparison, the average floppy disk is 1.44 MB.