Saved data · Step
Save a value
Save a value against the server, a player, an entity, an item, a block or the open menu, by key.
m.state.set
In a flow
“When a player uses a command → Save a value: player, last_home, {node.loc.location}.”
When a player uses a command → Save a value: player, last_home, {node.loc.location}.
What it does
Save a value against the server, a player, an entity, an item, a block or the open menu, by key. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. It gives 1 value later steps can use. Find it under Saved data in the palette.
When to use it
Use it when the flow needs to: save a value against the server, a player, an entity, an item, a block or the open menu, by key.
When not to
If nothing should change in Discord, a value node or a check is lighter.
Typical wiring
Sockets: settings you can wire
- Player Player
-
Whose: the player (for player, item and menu). Leave unwired for whoever started the flow.
What goes there: Type it in the side panel, or wire in a player. e.g. Alex
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Entity Entity
-
Which entity, for entity. Wire one in, like Entity from Spawn an entity.
What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Block Location
-
Which block, for block: wire a location in, or type world x y z.
What goes there: Type it in the side panel, or wire in a location. e.g. world 10.5 64 -3.2
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Value Text
-
What to save. Variables allowed.
What goes there: Type it in the side panel, or wire in text. e.g. Hello there
If it's empty: Optional. Left empty and unwired, it uses 0.
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Values it gives
- Value Text
-
What it saved. e.g. 100
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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