Posted October 10, 20195 yr I'm trying to continue some work from previous topic HERE. I'm trying to track the amount of times a diamond is destroyed by fire. I have that working great but need to save the data to world. If I quit after throwing diamonds in fire, the data is saved fine. When I reload the save the data is loaded fine. If I join another save where diamonds have been destroyed by fire already, that data remains fine in that save too. The problem is if I create a new world or load a save that has never seen a diamond destroyed by fire, the data from the last save where diamonds were destroyed by fire is loaded. I hope I'm explaining that in a way everyone can understand. Basically I need to see that 0 diamonds were destroyed when I enter a save where 0 diamonds were destroyed. Any help as always is appreciated. Here is my class that extends WorldSavedData: public class ModSaveData extends WorldSavedData{ private static final String DATA_NAME = Reference.MOD_ID; private static ModSaveData instance; public static int diamondSacrifice; public ModSaveData() { super(DATA_NAME); } public ModSaveData(String name) { super(name); } public static ModSaveData get(World world) { MapStorage storage = world.getMapStorage(); instance = (ModSaveData) storage.getOrLoadData(ModSaveData.class, DATA_NAME); if (instance == null) { instance = new ModSaveData(); storage.setData(DATA_NAME, instance); } return instance; } @Override public void readFromNBT(NBTTagCompound nbt) { diamondSacrifice = nbt.getInteger("diamondSacrifice"); } @Override public NBTTagCompound writeToNBT(NBTTagCompound compound) { compound.setInteger("diamondSacrifice", diamondSacrifice); return compound; } public void setDiamondSacrificeData(int diamondSacrifice) { this.diamondSacrifice = diamondSacrifice; markDirty(); } public int getDiamondSacrifice() { return diamondSacrifice; } } This is my Handler: public class ServerLoader { @SubscribeEvent(priority = EventPriority.NORMAL) public static void playerConnected(PlayerEvent.PlayerLoggedInEvent event) { ModSaveData data = ModSaveData.get(event.player.world); if(data != null) { System.out.println("SACRIFICES " + data.getDiamondSacrifice()); } } @SubscribeEvent(priority = EventPriority.NORMAL) public static void playerDisconnect(PlayerEvent.PlayerLoggedOutEvent event) { ModSaveData data = ModSaveData.get(event.player.world); if(data != null) { data.setDiamondSacrificeData(data.getDiamondSacrifice()); System.out.println("SACRIFICES " + data.getDiamondSacrifice()); } } } My Event for tracking Diamonds destroyed by fire: public static void onItemDeath(EntityItemDeathEvent event){ World world = event.getEntity().world; if (isDiamond(event.getEntityItem()) && event.damageSource.isFireDamage()){ ModSaveData.get(world).setDiamondSacrificeData(ModSaveData.diamondSacrifice + 1); ModSaveData.get(world).isDirty(); System.out.println(ModSaveData.diamondSacrifice); } } Edited October 10, 20195 yr by Lea9ue
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