> SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores
Persist data across sessions in Roblox with DataStoreService: loading on join,
saving on leave and shutdown, safe updates, retries, and ordered stores for
leaderboards. Server-side only.
leaderboards, or fix data loss, overwrites, and throttling.
DataStoreService, GetDataStore, GetAsync,SetAsync, UpdateAsync, or GetOrderedDataStore.
When *not* to use: general scripting, services, remotes, the client/server
split → roblox-luau. High-frequency temporary state (matchmaking, per-round) →
memory stores (a different service). Engine-agnostic persistence theory →
save-systems.
Access to API Services* (use a test place; Studio hits live data). DataStores
work only from server Scripts, never LocalScripts.
DataStoreService:GetDataStore("Name");key per player is usually "Player_" .. player.UserId.
pcall. GetAsync/SetAsync/UpdateAsync are networkcalls that can fail; an unguarded failure errors the thread and risks data loss.
PlayerAdded, save on PlayerRemoving, and also BindToClose. Aleaving player and a shutting-down server both need a final save.
UpdateAsync for read-modify-write (multi-server safe) over SetAsync(blind overwrite). On a failed load, do not overwrite with defaults — abort
the save so you don't wipe good data.
OrderedDataStore for ranked data (leaderboards) via GetSortedAsync.Test by joining, changing data, rejoining, and confirming it persisted.
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local store = DataStoreService:GetDataStore("PlayerData")
local DEFAULT = { Coins = 0, Level = 1 }
Players.PlayerAdded:Connect(function(player)
local key = "Player_" .. player.UserId
local ok, data = pcall(function()
return store:GetAsync(key)
end)
if not ok then
-- Load FAILED (network). Do not treat as a new player; flag so we never save
-- over their real data with defaults.
warn("Load failed for", player.Name, data)
player:SetAttribute("DataLoaded", false)
return
end
player:SetAttribute("DataLoaded", true)
local profile = data or DEFAULT -- nil == genuinely new player
applyToLeaderstats(player, profile)
end)
-- UpdateAsync reads the latest value, then writes what the callback returns.
-- The callback MUST NOT yield (no task.wait, no further Async calls inside it).
local function savePlayer(player)
if player:GetAttribute("DataLoaded") == false then return end -- never overwrite on a bad load
local key = "Player_" .. player.UserId
local newData = gatherDataFor(player) -- a plain table of serializable values
local ok, err = pcall(function()
store:UpdateAsync(key, function(old)
-- merge/decide here; return nil to cancel the write
return newData
end)
end)
if not ok then warn("Save failed for", player.Name, err) end
end
Players.PlayerRemoving:Connect(savePlayer)
-- BindToClose runs when the server shuts down; save everyone still in.
-- It has a limited time budget, so save in parallel and yield until done.
game:BindToClose(function()
local players = Players:GetPlayers()
local remaining = #players
if remaining == 0 then return end
for _, player in players do
task.spawn(function()
savePlayer(player)
remaining -= 1
end)
end
while remaining > 0 do task.wait() end
end)
local function withRetry(fn, attempts)
attempts = attempts or 3
for i = 1, attempts do
local ok, result = pcall(fn)
if ok then return true, result end
if i < attempts then task.wait(2 ^ i) end -- 2s, 4s, ... backoff
end
return false
end
local ok, data = withRetry(function() return store:GetAsync(key) end)
-- IncrementAsync is a convenience for integer read-modify-write (still wrap it).
local ok, newTotal = pcall(function()
return store:IncrementAsync("Visits_" .. player.UserId, 1)
end)
local boards = DataStoreService:GetOrderedDataStore("Coins")
-- Write a player's score (call when it changes, not every frame).
pcall(function() boards:SetAsync("Player_" .. player.UserId, coins) end)
-- Read the top 10, descending.
local ok, pages = pcall(function()
return boards:GetSortedAsync(false, 10) -- ascending=false → highest first
end)
if ok then
for rank, entry in ipairs(pages:GetCurrentPage()) do
print(rank, entry.key, entry.value) -- entry.value is the number
end
end
pcall Async calls; on a failed*load*, mark the session and refuse to *save* so defaults never overwrite real data.
SetAsync race between servers → two servers writing the same key can clobbereach other. Use UpdateAsync for read-modify-write so each write sees the latest.
UpdateAsync callback → the callback can't calltask.wait or other Async functions; compute the new value beforehand and return it.
BindToClose save → players in the server at shutdown lose unsaved progress;add game:BindToClose and wait for saves to finish within its budget.
save on every value change. Batch and save on a timer / on leave. GetAsync is
cached briefly, so immediate re-reads may be stale.
strings, booleans, and tables with string/number keys. Instances, Vector3,
CFrame, and functions do not — serialize them to plain tables first.
*Enable Studio Access to API Services* is on (and they don't work from a
LocalScript).
DataStoreKeyInfo is nil for ordered stores → OrderedDataStore doesn'tsupport versioning/metadata; use a regular DataStore when you need those.
metadata with DataStoreSetOptions, ordered-store pagination
(AdvanceToNextPageAsync), the key error codes and request limits, and
Right-to-be-Forgotten compliance, read references/sessions-and-limits.md.
roblox-luau — services, instances, events, and the server/client model.save-systems — engine-agnostic serialization, slots, and migration.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/roblox-datastores from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.