DUXPLIMA Documentation

Settings

Saving, Studio behaviour, and the admin amount cap.

Shared/Config/Settings.luau holds the parts that are not about your ladders.

FieldDefaultWhat it does
DebugtrueExtra [uxrLS] lines in Output
StudioMode"auto"Whether Studio sessions read and write the DataStore
DataStoreName"LevelData_v0"The save slot for XP and playtime
AutosaveInterval300Seconds between automatic saves of every online player
MaxAdminXPAmount999999999The largest amount one admin panel action may apply

StudioMode

ValueBehaviour
"auto"Do not save in Studio, save in the live game. The default
trueNever save. Every session starts from defaults, anywhere
falseAlways use the DataStore, including Studio

"auto" is the right answer almost always. It lets you test a ladder without your Studio sessions writing into the profiles real players will load.

Use false only when you are specifically testing that saving works, and remember that your Studio session is then editing live data.

DataStoreName

Changing it points the system at an empty store: everyone starts from zero XP and zero playtime. Keep it stable on a live game.

Versioning it, LevelData_v0 to LevelData_v1, is the deliberate way to wipe every player's progress, for example after redesigning the ladders so the old numbers no longer mean anything.

AutosaveInterval

Every AutosaveInterval seconds the server writes back every online player's profile. Data is also saved when a player leaves and when the server shuts down.

Lower means less lost on an unclean crash and more DataStore budget spent. 300 is a sensible middle for most experiences. Individual API calls can force a save on the spot with the save option, which is what the admin panel does.

MaxAdminXPAmount

Every amount coming from the admin panel is floored, clamped to zero at the bottom and to this number at the top. It exists to make a mistyped field a nuisance rather than an incident.

Lower it to something your staff would plausibly need, for example 100000. It only constrains the panel; your own server code calling the API is not limited by it.

Debug

Leave it on while setting a game up. Turn it off before release: the loop that grants XP runs for every player on a schedule, and its logging is not free.

Errors and warnings, for example a missing tool or an unauthorised panel attempt, are printed regardless of this setting.