Settings
Saving, Studio behaviour, and the admin amount cap.
Shared/Config/Settings.luau holds the parts that are not about your ladders.
| Field | Default | What it does |
|---|---|---|
Debug | true | Extra [uxrLS] lines in Output |
StudioMode | "auto" | Whether Studio sessions read and write the DataStore |
DataStoreName | "LevelData_v0" | The save slot for XP and playtime |
AutosaveInterval | 300 | Seconds between automatic saves of every online player |
MaxAdminXPAmount | 999999999 | The largest amount one admin panel action may apply |
StudioMode
| Value | Behaviour |
|---|---|
"auto" | Do not save in Studio, save in the live game. The default |
true | Never save. Every session starts from defaults, anywhere |
false | Always 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.
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