5. retrieve items (get_key will return true, false, or nil)
```lua
local key_and_value = colddb.get(coldbase,"MyKeyAndValue")
local key = colddb.get_key(coldbase,"MyKey")
```
6. delete key(file) this function works on both keys and key-value keys.
```lua
colddb.remove(coldbase,"MyKeyAndValue")
```
7. if add_to_mem_pool is true(true by default). keys are stored in a lua table(memory) for 30 seconds or more depending on its use. This is to prevent the database from constantly loading up the data file.
```lua
coldbase.add_to_mem_pool = true
```
8. if indexes is true(false by default). When a key file is created an indexing file stores the key for look-ups. this makes it possible to iterate through keys.
```lua
coldbase.indexes = true
```
9. only if coldbase.indexes == true. returns the amount of keys are in the indexing file.
```lua
colddb.get_count(coldbase)
```
10. only if coldbase.indexes == true. iterates through the indexing file 50 times per game tick(breaks and ends if it reached the end of the file).
In the example above we could also create a more complex ip database using tags. Creating tags named after the player then assigning the ip files to them.<br>