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Re: Question

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justgoaway1 is not online. justgoaway1
Top 100 Poster
Joined: 21 Jun 2007
Total Posts: 12268
19 Jan 2012 02:27 PM
How many value objects (intvalues stringvalues ect) can a single place hold?
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Bubby4j is not online. Bubby4j
Joined: 25 Dec 2008
Total Posts: 1831
19 Jan 2012 02:27 PM
As many as will fit in however big the place upload limit is. (Several MB of XML)
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TheCapacitor is not online. TheCapacitor
Joined: 19 Jan 2011
Total Posts: 7045
19 Jan 2012 02:29 PM
A hell of a lot, that's for sure.

It also depends on the value of the value object, fyi.
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1Ra is not online. 1Ra
Joined: 02 May 2010
Total Posts: 2400
19 Jan 2012 02:30 PM
you wouldn't need that many values, unless you were trying to make a value for the color of every pixel on the screen of every player for a 30 player server :|
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LocalChum is not online. LocalChum
Joined: 04 Mar 2011
Total Posts: 6906
19 Jan 2012 02:30 PM
@Bubby

I believe the upload limit, as said before, is 16MB. People can get past that because that may be compressed/gzipped XML. I don't know for sure.

@justgobwey

A pretty much infinite amount.
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justgoaway1 is not online. justgoaway1
Top 100 Poster
Joined: 21 Jun 2007
Total Posts: 12268
19 Jan 2012 02:30 PM
Awesome, just making sure.
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MrgamesNwatch is not online. MrgamesNwatch
Joined: 02 Feb 2009
Total Posts: 7729
19 Jan 2012 02:41 PM
oh most certainly a LOT. my ineficient terrain saver collects the postion and all the properties of every cell in the terrain and stores them in a single StringValue which has reached over 35k sets of values an probablly close to 800k characters.

~I've been to nil and back.
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kingkiller1000 is not online. kingkiller1000
Joined: 12 Dec 2008
Total Posts: 26415
19 Jan 2012 08:00 PM
You shouldn't need to worry about it unless you're trying to dominate the world or something.
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
19 Jan 2012 08:02 PM
Ah, just becareful with those strings values. I think I stored well over a couple million characters once. Needless to say, loading the game on a server didn't work well.
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blockoo is not online. blockoo
Joined: 08 Nov 2007
Total Posts: 17202
19 Jan 2012 08:22 PM
Anyone know how many DataCost units are in one byte? I figured I'd just ask here instead of making a new thread.

~Would you like some butter with that latetoast?
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
19 Jan 2012 10:10 PM
I don't know. However, watch out what you save as number values/intergers/in tables. C++ double float values screws that kind of thing up/Lua throws an error.
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Brandonhare is not online. Brandonhare
Joined: 02 May 2007
Total Posts: 11005
20 Jan 2012 12:31 AM
I read somewhere that 1 byte is 0.1 dataCost units. I don't know if that's right, but I remember that strings were really cheap compared to all the other types (I think a bool is a full dataCost unit).
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JulienDethurens is not online. JulienDethurens
Joined: 11 Jun 2009
Total Posts: 11046
20 Jan 2012 12:49 AM
"Anyone know how many DataCost units are in one byte? I figured I'd just ask here instead of making a new thread."

You should make a new thread. It makes the forum more organized and makes everything simplier.
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nate890 is not online. nate890
Joined: 22 Nov 2008
Total Posts: 21686
20 Jan 2012 06:41 AM
Depends.

A stringvalue with 200,000+ characters will crash the game.

Instance.new("StringValue").Text=string.rep("a",200000)

See if that crashes.

­<'+1 Post. Ujelly?'>
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Brandonhare is not online. Brandonhare
Joined: 02 May 2007
Total Posts: 11005
20 Jan 2012 07:42 AM
That might be the string.rep crashing, not assigning it the value.

local a = string.rep("a",200000)
print("Making the string finished")
wait(1)
Instance.new("StringValue",workspace).Text = a
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