
Custom Player Data
A useful mod for Minecraft servers or framework for mod developers.
Über diese Mod
Custom Player Data
Fabric Framework 1.20.6 for managing persistent and synchronized player data.
This mod allows you to define custom variables attached to each player, which are saved in Minecraft's native player.dat file and automatically synchronized between the server and the client.
Features
- JSON Schema: Define your variables in a
player_data_schema.jsonfile automatically generated in the map folder. - Native persistence: Data is stored directly in
player.datvia Mixin — zero data loss, even after a crash. - Automatic synchronization: All variables are sent to the client upon connection and with every change (ideal for HUDs).
- Developer API: Can be used as a dependency by other mods to inject and manipulate variables programmatically.
- Custom types: Create your own complex data types (e.g.,
Power,Skill,Quest...). - Admin commands:
/playerdata getand/playerdata setfor operators. - Validation: Min/max for
int, null checks, runtime type verification.
For Server Administrators
Installation
- Place the
.jarfile in themods/folder of your Fabric 1.20.6 server. - Start the server for the first time—the
player_data_schema.jsonfile will be generated in your world folder (next tolevel.dat). - Modify the JSON as needed, then restart.
JSON Schema Format
{
"note": {
"type": "int",
"defaultValue": 0,
"maxValue": 5,
"minValue": 0,
"null": false
},
"hudColor": {
"type": "string",
"defaultValue": "light_blue",
"null": false
},
"powers": {
"type": "Power",
"array": true,
"defaultValue": null,
"null": true
}
}
| Parameter | Description | Required |
|---|---|---|
type |
int, string, boolean, or a registered custom type |
Yes |
defaultValue |
Default value for new players | No |
maxValue |
Maximum value (int type only) |
No |
minValue |
Minimum value (int type only) |
No |
null |
Allows null (false by default) |
No |
array |
The variable is an array (false by default) |
No |
Important: If a variable has
“null”: falseand nodefaultValue, an error will be logged at startup.
Commandes
| Command | Description | Permission |
|---|---|---|
/playerdata get <variable> <joueur> |
Displays the current value | OP level 2+ |
/playerdata set <variable> <joueur> <valeur> |
Modifies the value (primitive types only) | OP level 2+ |
Examples :
/playerdata get note Steve
/playerdata set hudColor Steve red
/playerdata set note Steve 3
Developer Guide — Using Custom Player Data as an API
1. Add the dependency
In your build.gradle file, add the JAR as a local dependency (or via a Maven repository if published):
dependencies {
// add this one
modImplementation files("libs/custom-player-data-1.0.0.jar")
}
In your fabric.mod.json file, add the following dependency:
{
"depends": {
"custom-player-data": ">=1.0.0"
}
}
2. Create a custom type (optional)
If you need to store complex data, implement ICustomDataType:
package com.myMod.data;
import fr.hdi.api.ICustomDataType;
import net.minecraft.nbt.NbtCompound;
public class Skill implements ICustomDataType {
private String name = "";
private int xp = 0;
private boolean unlocked = false;
public Skill() {}
public Skill(String name, int xp, boolean unlocked) {
this.name = name;
this.xp = xp;
this.unlocked = unlocked;
}
@Override
public void writeNbt(NbtCompound nbt) {
nbt.putString("name", name);
nbt.putInt("xp", xp);
nbt.putBoolean("unlocked", unlocked);
}
@Override
public void readNbt(NbtCompound nbt) {
this.name = nbt.getString("name");
this.xp = nbt.getInt("xp");
this.unlocked = nbt.getBoolean("unlocked");
}
public String getName() { return name; }
public int getXp() { return xp; }
public boolean isUnlocked() { return unlocked; }
public void setXp(int xp) { this.xp = xp; }
public void setUnlocked(boolean unlocked) { this.unlocked = unlocked; }
@Override
public String toString() {
return "Skill{" + name + ", xp=" + xp + ", unlocked=" + unlocked + "}";
}
}
3. Register your types and variables
In your mod's onInitialize() method:
package com.myMod;
import com.myMod.data.Skill;
import fr.hdi.api.TypeRegistry;
import fr.hdi.schema.SchemaManager;
import fr.hdi.schema.VariableDefinition;
import net.fabricmc.api.ModInitializer;
public class myMod implements ModInitializer {
@Override
public void onInitialize() {
// 1. Register custom Type
TypeRegistry.register("Skill", Skill::new);
// 2. Register variables schema all possibilties
SchemaManager.registerVariable(
VariableDefinition.builder("level", "int")
.defaultValue(1)
.minValue(1)
.maxValue(100)
.build()
);
SchemaManager.registerVariable(
VariableDefinition.builder("clan", "string")
.defaultValue("none")
.build()
);
SchemaManager.registerVariable(
VariableDefinition.builder("hasCompletedTutorial", "boolean")
.defaultValue(false)
.build()
);
SchemaManager.registerVariable(
VariableDefinition.builder("skills", "Skill")
.array(true)
.nullable(true)
.defaultNull()
.build()
);
}
}
4. Reading and Writing Player Data
Use PlayerDataStore to access data from anywhere in your server code:
import fr.hdi.api.PlayerDataStore;
import net.minecraft.server.network.ServerPlayerEntity;
// Read classic type
int level = PlayerDataStore.getInt(player, "level");
String clan = PlayerDataStore.getString(player, "clan");
boolean done = PlayerDataStore.getBoolean(player, "hasCompletedTutorial");
// Read with default value
String color = PlayerDataStore.getString(player, "color", "red");
// Read custom type
Skill skill = PlayerDataStore.getCustom(player, "mainSkill", Skill.class);
// List reading
List<Skill> skills = PlayerDataStore.getList(player, "skills", Skill.class);
// Generic reading
Object raw = PlayerDataStore.getData(player, "level");
// set basic variables
PlayerDataStore.setData(player, "level", 42);
PlayerDataStore.setData(player, "clan", "Dragons");
PlayerDataStore.setData(player, "hasCompletedTutorial", true);
// write custom type array
Skill newSkill = new Skill("Archery", 150, true);
List<Skill> skillList = new ArrayList<>();
skillList.add(newSkill);
PlayerDataStore.setData(player, "skills", skillList);
5. Reading data on the client side
Data is automatically synchronized to the client. Use CustomPlayerDataClient:
import fr.hdi.CustomPlayerDataClient;
int level = CustomPlayerDataClient.getClientInt("level");
String color = CustomPlayerDataClient.getClientString("hudColor");
boolean done = CustomPlayerDataClient.getClientBoolean("hasCompletedTutorial");
Verfügbare Versionen
Custom Player Data auf dem Server installieren
Server bestellen
Bestelle einen Minecraft Java Server mit mindestens 3 GB RAM (4 GB empfohlen).
fabric Loader setzen
Wähle im Panel unter "Egg" den fabric-Loader und die passende Minecraft-Version (1.20.6).
Mod installieren
Öffne den Mod-Browser im Dashboard und suche nach "Custom Player Data". Klicke "Installieren" – fertig! Alternativ: Lade die .jar via SFTP in den /mods Ordner.
Kompatibilität
Mod-Loader
Minecraft-Versionen
1.20.6
Server-seitig
✓ ErforderlichEmpfohlener RAM
4 GB(min. 3 GB)Häufige Fragen
Custom Player Data Server crasht beim Start – was tun?
Häufigste Ursache: falsche fabric-Version oder zu wenig RAM. Prüfe im Server-Log (latest.log), ob ein "OutOfMemoryError" oder "Mixin"-Fehler auftritt. Bei Mado Hosting: Stelle sicher, dass mindestens 3 GB RAM zugewiesen sind und der Loader zur Mod-Version passt (1.20.6). Über das Panel kannst du den Loader mit einem Klick wechseln.
Ist Custom Player Data mit fabric und quilt kompatibel?
Custom Player Data unterstützt offiziell fabric, quilt für Minecraft 1.20.6. Im Mado Dashboard werden inkompatible Loader-Kombinationen automatisch erkannt.
Server laggt mit Custom Player Data – wie optimiere ich die Performance?
Empfohlener RAM: 4 GB (+1 GB pro 8 Spieler). Prüfe mit /spark profiler, ob Custom Player Data den meisten Tick-Time verbraucht. Häufige Fixes: Server-View-Distance auf 8-10 reduzieren, bei Forge "performant" oder "starlight" als Zusatz-Mod installieren. Bei Mado Hosting läuft dein Server auf NVMe-SSDs mit dedizierten CPU-Kernen für minimale Latenz.
Ähnliche Mods
Modded Server mieten
Installiere Custom Player Data mit nur einem Klick auf deinem Server.