Book Image

Building Minecraft Server Modifications - Second Edition

By : Cody M. Sommer
4 (1)
Book Image

Building Minecraft Server Modifications - Second Edition

4 (1)
By: Cody M. Sommer

Overview of this book

Minecraft is a sandbox game that allows you to play it in any way you want. Coupled with a multiplayer server powered by Spigot, you can customize the game even more! Using the Bukkit API, anyone interested in learning how to program can control their Minecraft world by developing server plugins. This book is a great introduction to software development through the wonderful world of Minecraft. We start by instructing you through how to set up your home PC for Minecraft server development. This includes an IDE complete with the required libraries as well as a Spigot server to test on. You will be guided through writing code for several different plugins. Each chapter teaches you new skills to create plugins of increasing complexity, and each plugin adds a new concept of the Bukkit API By the end of the book, you will have all the knowledge you need about the API to successfully create any type of plugin. You can then practice and build your Java skills through developing more mods for their server.
Table of Contents (17 chapters)
Building Minecraft Server Modifications Second Edition
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Types of data that can be saved


You may recall, as discussed in the previous chapter, that only certain data types can be stored in a YAML file. These include primitive types, such as int and boolean, strings, lists, and types that implement ConfigurationSerializable, such as ItemStack.

For this reason, we can only save these specific types of data.

You may find yourself wanting to save other types of data such as a Player object, or in the case of the teleportation plugin, a Location object. These may not be stored directly, but they can usually be broken down in order to save the important values that are needed to load it later. As an example, you cannot save a Player object, but you can save the players' UUID (Universal Unique Identifier), which can be converted into a string. Each Player has one UUID. Hence, it is the only information that we need to be able to refer to that specific player later.

Tip

Storing a Players name is not an adequate solution, since the name provided in the Minecraft...