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[1.15.2] Trouble With Saving NBT Data on Tile Entity


Jack Richard

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I am working on a custom GUI with a tile entity that handles keyboard input via a class extending Screen. I am trying to get the result of the keyboard input, as a String, to be stored in NBT data. 

This is for version 1.15.2, here's what I've tried:

 

Variables

This is run after the enter key is pressed, to signal the end of the input.

tileentity.storage.v1 = result;

This is the storage class referred to above.

public class Storage {

    public String v1 = "";

}

When the data makes it to this point in the tile entity...

@Override
public CompoundNBT write(CompoundNBT compound)
{
  super.write(compound);

  compound.putString("v1", this.v1);

  return compound;
}

...it is reset to the default values.

Using the tick function, I was able to debug what was happening, and it appears that the data is only visible when isRemote() is true, and I'm guessing read() and write() are used when it's false.

 

SimpleChannels

I tried to use a SimpleChannel to try to get the data. Here's the code below:

This is the packet handler class.

public class PacketHandler {

    private static final String PROTOCOL_VERSION = "1";
    public static final SimpleChannel INSTANCE = NetworkRegistry.newSimpleChannel(
            new ResourceLocation("modid", "main"),
            () -> PROTOCOL_VERSION,
            PROTOCOL_VERSION::equals,
            PROTOCOL_VERSION::equals
    );

    public static void register() {
        int id = 0;

        INSTANCE.registerMessage(id++, StoragePacket.class, StoragePacket::encode, StoragePacket::decode, StoragePacket::handle);
    }

}

I call it here, yes, it's been registered:

PacketHandler.INSTANCE.sendTo(new StoragePacket("data"), this.getMinecraft().getConnection().getNetworkManager(), NetworkDirection.PLAY_TO_SERVER);

The data was then received in the handle function of the StoragePacket class successfully. 

From there, I don't know how to get this into my tile entity, and saved, and I don't know if this is the right way anyway.

 

If there's an easier way to store a string, please let me know.

 

Thanks for your help in advance!

Edited by Jack Richard
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So you'll need to be creative on how you send over the information from the client to the server. Tile entities only store their position on the server. So, before you open up your screen, you should probably send over the block position of the TE to the client and then send that value back with the player. Lucky for you, forge can actually send a packet buffer with the current block pos of the TE when inputted with some extra data assuming your container factory extends IContainerFactory on registry. From there, it's all a matter of piecing it together and implementing.

 

Happy hunting!

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