This method will be called when saving the game to a save file. Specifying the save method alone is not enough to make the game save whatever mod data you might need saving. For that, look into game.addLoadComponent
myModClass = {}
myModClass.id = "myUniqueModID"
myModClass.priority = 1
function myModClass:remove()
end
function myModClass:load(loadedData)
if loadedData then
self.someVarOne = loadedData.someVarOne
self.someVarTwo = loadedData.someVarTwo
end
end
function myModClass:save()
return {
someVarOne = self.someVarOne,
someVarTwo = self.someVarTwo
}
end
game.addLoadComponent(myModClass, myModClass.id, myModClass.priority)