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It would be great if we could simply store any wire type! At the beginning I thought that would be how it worked, but alas no. It would of course balloon the max stored data from persistent variables though, so maybe they wouldn't do it because of that.
Note that using a player-info and multiplayer variable will *only* work if those players are actually there--as it stores their own variables separate for each player. So you can't really use it to boost the amount of storage unless you know for sure the player has hooked up extra players. If you're relying on there being 4 players, for your variables, and there's only 1, then your logic just won't work as expected.