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Well, the title says it all, really. I have a TileEntity which is saving its NBT data (supposedly), but it won't load anything. Here's the code (only the parts you need to see):

private static final String NBTTAG_INVENTORY = "inventory";

private ItemStackHandler inventory = new ItemStackHandler(4)
{
  @Override
  protected void onContentsChanged (int slot)
  {
  	TileEntityCrusher.this.markDirty();
  }
};

@Override
public NBTTagCompound writeToNBT (NBTTagCompound compound)
{
  super.writeToNBT(compound);

  compound.setTag(NBTTAG_INVENTORY, this.inventory.serializeNBT());
  System.out.println("Saved crusher inventory");

  return compound;
}
    
@Override
public void readFromNBT (NBTTagCompound compound)
{
  if (compound.hasKey(NBTTAG_INVENTORY))
  {
    this.inventory.deserializeNBT(compound.getCompoundTag(NBTTAG_INVENTORY));
    System.out.println("Loaded crusher inventory");
  }
  else
  {
  	System.err.println("ERROR: Could not load crusher inventory");
  }

super.readFromNBT(compound);
}

 

As you can see, I'm using the output stream to log when the inventory is saved/loaded. All I see in the console is that it has saved, so the writeToNBT() is working. But then if I leave and re-join the world, I see NOTHING about loading, not a message saying it's loaded the inventory OR an error message saying it couldn't... nothing. The TileEntity loses its inventory every time. This is very frustrating, and I'm using the same code as my test project, where this worked just fine. What could be causing this mysterious and stupid behaviour? And yes, the TileEntity is registered... and no, I see no errors in the console.

Posted

Ooookayyy then... so putting a System.out.println() at the top of the read and write to NBT functions has fixed the issue. I will not question it, I will just go with it and assume major-league B.S. Did I facedesk? You bet I did!

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