public override void OnSave(BlockXDataHolder stream)
        {
            if (toRemove)
              {
            return;
              }
              if (AddPiece.isSimulating) return;

              stream.Write("modLoader-machineData", MachineData.GetSaveData());
        }
        public override void OnSave(BlockXDataHolder stream)
        {
            if (toRemove)
            {
                return;
            }
            if (AddPiece.isSimulating)
            {
                return;
            }

            stream.Write("modLoader-machineData", MachineData.GetSaveData());
        }
        public override void OnLoad(BlockXDataHolder stream)
        {
            if (toRemove)
              {
            return;
              }
              if (AddPiece.isSimulating) return;

              if (stream.HasKey("modLoader-machineData"))
              {
            MachineData.LoadData(stream.ReadString("modLoader-machineData"));
              }
              else
              {
            MachineData.LoadData("NOTFOUND");
              }
        }
        public override void OnLoad(BlockXDataHolder stream)
        {
            if (toRemove)
            {
                return;
            }
            if (AddPiece.isSimulating)
            {
                return;
            }

            if (stream.HasKey("modLoader-machineData"))
            {
                MachineData.LoadData(stream.ReadString("modLoader-machineData"));
            }
            else
            {
                MachineData.LoadData("NOTFOUND");
            }
        }
 public override void OnSave(BlockXDataHolder data)
 {
     SaveMapperValues(data);
 }
 public override void OnLoad(BlockXDataHolder data)
 {
     LoadMapperValues(data);
     if (data.WasSimulationStarted) return;
 }
    //The following functions are for saving, loading, copying and pasting the values
    //Besiege Specific method
    public override void OnSave(BlockXDataHolder data)
    {
        SaveMapperValues(data);

            data.Write("flipped", flipped);
    }
    //Besiege Specific method
    public override void OnLoad(BlockXDataHolder data)
    {
        LoadMapperValues(data);

            // If the simulation just started we do not want to load
            // our flip state from the data holder.
            // The flip variable is automatically copied
            // over by Unity when the simulation starts.
            if (data.WasSimulationStarted) return;

            if (data.HasKey("flipped"))
            {
                SetFlipNoSound(data.ReadBool("flipped"));
            }
    }