[COMING SOON] Version 7

Ongoing Delays

There is currently ongoing delays to release this new version due to the complex nature of CustomDataModules. I am working as fast as I can to get this version released and working as intended but I need more time to get it completed and accurate.

I am aiming to have this released into community testing by November 7th!

  • NEW FEATURE - Added Custom Data Module to redirect player data from Roblox DataStoresService to any ModuleScript to process and further manipulate player data.

  • NEW FEATURE - Added CanSaveBackpack new setting called 'AutoDetectTools'. This is an experimental that will automatically search as much of the game files as possible to find tools/gear that the player can have saved in their backpack/inventory. Additionally, if you give the tool a bool attribute named "ignore" then it will continue to not save that tool.

  • NEW FEATURE - Added "DataSlotPrefix" to have a prefix word, phrase or infomation at the start of your datastore ending in the UserId. REMEMBER, even with this update it's always best to only use the package once per game to prevent reaching Roblox data store request limits. (E.G. "PlayerData-" would return PlayerData-(UserId) in save slot, can help with data migration)

  • EXPERIMENTAL - NEW FEATURE - Added OpenCloud One-Way mutli-game data migration. This feature allow's for a one way data migration from a diffrent game/universe to the game the package is in. This is useful for multiple versions of a game. This should NOT be attempted for usage for both way migration, it will very likely lead to data loss and is why it's unsupported!

  • NEW FEATURE - Introducing required player data which is hard-coded data veriables that is saved alongside custom player data. This information is needed to ensure that saving processes are working as needed and data can also be retrieved as well as the disabling of required player data and all processes that comes with it. Currently, LastSavePlaceVersionId is saved and is used to abort a player from going into an out of date server which could cause unexpected data problem's such as over-riding / data loss.

  • NEW FEATURE - Added "SaveOnWorldSpaceRelocation" data manipulation tag which will listen for player data being move from the player instance to somewhere else in the game space and will continue the saving process as normal despite not being associated with the player itself. Good for making creation/creative games that focus on free-form for example.

  • NEW FEATURE - Added APIs to Settings which allows you to move these from settings to anywhere in the game to have more and improved control over data. For this feature to work as intended, don't change the name of the modules, don't change the tags attached and don't put it inside of ServerScriptService (try to keep it in ReplicatedStorage)

  • CHANGES - Introducing a fully revamped Data Saving System! Player data will no longer be saved until the player actually leaves and/or closes the game. This should drastically reduce the number of data store requests being key requirement for games with a larger server size. Instead, if a player dies or any other reason for saved data to be changed, it will be saved to the game system directly and only when the player actually leaves will it save to DataStoresService (or module script if using CustomDataModule)

  • CHANGES - More code optimisations internally which should make the package/system easier to understand and better for further debugging if required.

  • EARLY ROLL OUT - CHANGES - Visually improved documentation with new features such as tables to better organise infomation such as settings classes and possible errors with solutions, fixes to spelling mistakes, more in depth detailings and tutorial videos explaining each process for visual learner's.

  • EARLY ROLL OUT - CHANGES - Documentation colour theme is now set to dark mode by default

  • CHANGES - Enhanced Output Debugging has been deprecated and instead intergrated with Output Debugging. With this, all warning logs that came with the original OutputDebugging (Not including saved and retrieved player data infomation) are now enabled regardless due to their importance.

  • CHANGES - Hard coded error's now have a corresponding error number which links to the Full errors list page to help finding errors and resolving them quicker and more efficient.

  • CHANGES - CustomTablePropretiesSave now supports Color3, Udim2, Vector3, ColorSequence and Properties that contains additional attributes (e.g. FontFace). This will also prevent UTF-8 character errors that used to cause data loss because it couldn't correctly calculate these types.

  • CHANGES - Additional value manipulation's such as SaveOnRejoin, SaveOnDeath will now use Tags. Please review the changes you may need to make to your pre-existing compatible: NO LINK YET

  • BUG FIXES - Fixed package not automatically reparenting itself to ServerScriptService and also fixed the warning log for when it does needs to reparent itself

DOWNLOAD HERE: VERSION NOT RELEASED

BETA TESTING RESULTS: This version is currenting in in-dev. No BETA testing logs are currently available

CURRENT STATUS: Not ready to release

What's coming next?

Next update, we'll be entering phase 2 of Data Loss Prevention implementation by implementing DataMethods setting which will allow you to choose which method you want top have data saved as.

Thanks to this research for helping me better understand what people might expect for player data saving and storage! https://devforum.roblox.com/t/datastores-and-instances-how-many-instances-should-i-have/4047691

Last updated