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Posted (edited)

Basically I need to store a few values for Entities. I'm fine that this values will be reset to defaults on Entity death. And I don't want this values to be saved in files.

The thing is, I must provide a Storage implementation to register Custom Capability.

What should I do?

Edited by rinart73
no, the problem exists
Posted
27 minutes ago, rinart73 said:

I don't want this values to be saved in files.

Why?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)
7 hours ago, Draco18s said:

Why?

For example I need to track down a sequence of events that happen with Player.

Firstly he uses some item, then he is attacked by Skeleton and then he is in the water. Boom! Sequence is done, time to do some action. If he dies or relogs or world restarts, then sequence should be reset as well.

Or if I just need to make some actions every X times when event happens.

I don't really need this data to be saved, why should I make data files larger when I don't even use this data?

 

7 hours ago, lukas2005 said:

Create a normal I storage implementation but then in your provider leave deserializeNBT

And serializeNBT empty

So, I can return null instead of NBT Base Tag in serializeNBT?

Edited by rinart73
Posted (edited)

IStorage#writeNBT is @Nullable, so it can return nullIStorage#readNBT can simply be a no-op.

 

If your capability doesn't need to be serialised to NBT, don't implement INBTSerializable on the ICapabilityProvider you attach with AttachCapabilitiesEvent.

Edited by Choonster
  • Like 1

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