So how I’ve always known data stores is by saying a string for a player etc and then load it onto the next time they join. But I’ve always wandered, what if I release a new update with let’s say new pets, when a player joins the new server and acquire the new pets, but then joins a friend in an old server without the update (maybe reasons such as being on for so long before the update), wouldn’t loading the players new pets error as the old server doesn’t have the new pets but since the joining player has data from the new server, it’s in their inventory. Please correct me if I’m wrong.

5 comments

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I dont know the answer to your question, but the obvious solution is to shut down all servers when doing any game changing updates.

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But let’s say in the event that there’s thousands of players, it could really cripple its position with popularity

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thats why the big games build in update countdowns and run them before updating. its better than potentially having hundreds of players lose data.

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Only way to prevent this is to shut down all the servers like what dinoz said. Make sure you have BindToClose functions hooked to the data saving scripts to prevent data loss from unexpected shutdowns.

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I understand, thank you guys!