Jump to content

[1.14.4] Some questions regarding storing arbitrary data in TileEntities


ojb

Recommended Posts

I'm having a bit of trouble wrapping my head around the serialization process for more arbitrary data storage. I think I have at least a workable understanding of the Capability system and was able to implement some basic ItemHandlerCapabilities to have persistant inventories across chunk saves/loads.

 

As I'm still in the playing around and learning phase, I'm trying to understand how this process generalizes to the sort of data that isn't nice and already provided by forge. In particular, say I have an arbitrary ArrayList of some sort of data (for example, a list of floats) that is generated when the block housing the TileEntity is first placed down.

 

What are the recommended ways to serialize this thing so that it remains with the TileEntity when the chunk unloads? The documentation seems to imply that I'll need to override the
 

public CompoundNBT write(CompoundNBT)

 

and

 

public void read(CompoundNBT)

 

functions to convert my ArrayList<float> into some sort of NBT data. So I guess my main questions here are:

 

  1. How is this conversion to NBT done in general (is there some sample code I can look at somewhere?)
  2. Is there a better alternative approach that I'm missing?
  3. The capability system seems to be designed primarily for types of data that are often shared between mods and blocks (e.g. passing items or energy and stuff like that) but less useful / more tedious to adapt to more arbitrary data (for instance an array list of floats that only this one tile entity needs). Is this a reasonable conclusion or am I mistaking the point of this concept? More concretely, should I be taking a further look at the Capability system to solve this issue?

 

I don't know how useful including the code I have so far would be: it's just your standard tickable TileEntity with a setup() function called when it's first created to generate the ArrayList data, and then a tick() function that will look at the data every X ticks and do something with it. It's very much a toy example just to learn the techniques but I think it encapsulates some design ideas that I would like to use in more useful mods.

 

Link to comment
Share on other sites

Upon some further forum diving and looking at some source code provided in the MDK, a lot of signs seem to be pointing towards using Capabilities. I found this thread in particular: https://www.minecraftforge.net/forum/topic/78283-1144-data-stored-with-my-custom-capability-attached-to-player-doesnt-seem-to-save-data-into-nbt/ to be a decent starting place and I will try and see if I can understand what they did.

 

I think I've figured out question (1) from the OP on my own [looking at the CompoundNBT class shows that it has some .put functions for various data types], but I guess the overall confusion still exists. Just looking at the Custom Capability class in the above link seems to be ridiculously over engineered at least for my more simple self-contained application. I'm still wondering if there's a way to get away with just the overrides in the original post (i.e write/read nbt) and avoid capabilities all together to try and keep the complexity down and manageable. That's something I'll have to keep playing with on my own unless anyone has some specific experience / knowledge on the topic.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

12 minutes ago, Draco18s said:

That seems exactly like the kind of sample code I need, thank you. I will go and try and implement something like this for my TileEntity right now. With an overridden read/write like the above (and making sure to markDirty where appropriate, like in my setup call when the list is first generated), is there anything else I would need? Will I have to subscribe to any events or anything like that or should I expect it to just work?

Link to comment
Share on other sites

It seems to be working and the game will seem to remember the arraylist data on reload / not crash. I do have one additional question: I put a System.out.println debug statement in my read call and I see that both the client and the server threads are reading the NBT I wrote. Is this okay or should this be something that should be server side only (e.g. the client would get the updates from some other forge packet type mechanism and not directly read the NBT on its own)?

 

For anybody interested on how I handled the dynamically sized ArrayList, I just wrote a tag for the length of the list, and then wrote each element one by one with a tag with the name like "Element"+index with index going from 0 to that length. It's quick and dirty and may not be the most elegant solution but it works fine as far as I can tell.

Edited by ojb
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • If you’ve ever experienced the sinking feeling of losing funds online, you’re not alone. Enter recovery services like ADWARE RECOVERY SPECIALIST, the heroes of the digital age who help individuals track down and retrieve lost funds. These services act as modern-day sheriffs in the Wild West of the internet, bringing justice to those who have fallen victim to online scams and fraud. In a world where online transactions are as common as selfies, the need for recovery services is more pressing than ever. Individuals worldwide are vulnerable to various online schemes, from investment fraud to phishing scams. Recovery services provide a glimmer of hope for those who have lost money, offering a chance to recover what's rightfully theirs and restore faith in the digital realm. The beauty of recovery services like ADWARE RECOVERY SPECIALIST lies in their global reach. Email: Adwarerecoveryspecialist@auctioneer. net  Regardless of where individuals are located worldwide, these services extend their virtual arms to help victims of online fraud. From bustling metropolises to remote villages, no corner of the world is beyond the grasp of these modern-day Robin Hoods. Thanks to the wonders of globalization, recovery services have transcended geographical boundaries to serve individuals worldwide. The interconnected nature of the digital world means that help is just a click away, bridging gaps between nations and bringing relief to those in need. In a world where borders are becoming increasingly blurred, recovery services stand as beacons of accessibility and assistance. When a broker stole from me and withheld access from me for five months, I had no idea that I would be able to recover my trading money back. I'm relieved that I was able to get my money returned without any issues. The impact of recovery services like ADWARE RECOVERY SPECIALIST extends far beyond individual wallets. Communities worldwide have experienced a renewed sense of trust and security, knowing that there are dedicated professionals working tirelessly to recover their lost assets. These services not only bring financial relief but also restore faith in the integrity of the digital world. Trust is the cornerstone of any successful recovery service, and building credibility in a global market can pose unique challenges. ADWARE RECOVERY SPECIALIST strives to maintain transparency and reliability in all its interactions, earning the trust of clients worldwide. ADWARE RECOVERY SPECIALIST can be talked to through:  Website: www.adwarerecoveryspecialist.expert  Telegram: @ADWARE_RECOVERY_SPECIALIST
    • The game wont start and keeps crashing everytime I hit play "The game crashed whilst rendering overlay Error: java.lang.IllegalAccessError: failed to access class com.mojang.blaze3d.platform.GlStateManager$TextureState from class net.coderbot.iris.gl.IrisRenderSystem$DSAARB (com.mojang.blaze3d.platform.GlStateManager$TextureState is in module minecraft@1.18.2 of loader 'TRANSFORMER' @724b939e; net.coderbot.iris.gl.IrisRenderSystem$DSAARB is in module oculus@1.6.4 of loader 'TRANSFORMER' @724b939e)" How do I get it to stop? Log error here: https://pastebin.com/byv1dR54
    • In case anyone happens on this with the same issue, I was able to overcome it. After re-reading @Paint_Ninja's last post numerous time, it finally dawned on me that he was referring wholly to the forge installer, which has nothing to do with the packaged modpack installer. As such, I downloaded the new copy of the forge installer and copied it to my linux host, then opened a second ssh session and prepared a cp command to move the new (correct) installer over to the install directory where I was installing the modpack. After the modpack installer had just about finished retrieving files, I overwrote the installer.jar file with the correct one in a seperate ssh session. The modpack (packaged) installer then used that jar to install forge with the included files, and the install finished as I would have expected. Thanks all!
    • Just tried it again removed directory entirely, downloaded a brand new, fresh copy and did a fresh install, even going as far as running as root for the install to make sure I didn't hose something up permissions wise (I know its a terrible idea.), but same thing, failed install. This is making me feel mighty dumb, I must say... any help anyone could provide would be greatly appreciated.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.