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The issue I fixed was the mod not working with UUID. This arose because I joined a world with the UUID setting off first before enabling it.
The conditional was structured such that it checked for the presence of the seed+name saved position first, before it ever checked whether the UUID setting was enabled, which of course resulted in it putting me at spawn (the last location that was saved with seed+name method).
This exposed another issue in UpdateData, which indexed "Main.ActiveWorldFileData" instead of "Main.ActiveWorldFileData.UniqueId", which meant that when trying to get the player position, the position based on UUID would never be found.
Hope I was detailed enough, didn't want to start dropping code in here.