This was a very confusing dilemma I ran into. It had near-nothing in terms of documentation on Google, and the roblox tech team told me the same thing I found online: it occurs when too many data requests are called in too short of a time. However, this can't be the case with what I did, which is why I'm confused.

I made a simple saving system that loads your data when you join the game in two separate save files; a main file and a side-item file. Each are returned as tables in variables and used in loops to translate them into small packets of information in the game (IntValues, StringValues, etc.)

I decided to run a 2-Player server in Studio, and this is what happened: -- First player loaded perfectly fine. Items loaded first, then main stats. -- Second player broke at loading items and failed to load main stats at all. I decided to see if maybe they changed how the returned value from GetAsync was changed so that you couldn't cal the table multiple times (example below), but when I printed the table it had the same exact ID.

--Example:
local othrfiles = game:GetService("DataStoreService"):GetDataStore("Others")
local others = othrfiles:GetAsync(newPlayer.UserId.."_Others")
for i=1,10 do
	print(others)
end
--Printed same Table ID 10 times, meaning that it stores the returned table from GetAsync in the variable "others", so that I can use the variable "others" in loops to extract all of the information easily.

My main question is solely based on whether or not anybody knows why this occurs. If needed, I'll be happy to post some extra code (though I think I've got everything essential posted already). Thanks!

1 comment

0

I had the same problem, What I did was verify that this worked by creating a new game and testing the code from this site http://wiki.roblox.com/index.php?title=User:Jobro13/DataStore , because at that point I learned how to print using data stores.