Saved data · Step
Save a value if empty
Save a value only when nothing is saved under that key yet, so a starting value never overwrites real progress.
m.state.set_default
In a flow
“When a player joins → Save a value if empty: player, coins, 100.”
When a player joins → Save a value if empty: player, coins, 100.
What it does
Save a value only when nothing is saved under that key yet, so a starting value never overwrites real progress. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. It gives 2 values 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 only when nothing is saved under that key yet, so a starting value never overwrites real progress.
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 if nothing is saved yet. 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 is saved now, new or old. 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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- Saved now Yes / no
-
True when it saved the value, false when one was already there. e.g. true
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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