Inventorio
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Inventorio - an inventory enhancement mod for Minecraft (Fabric / (Neo)Forge)
Inventorio - An inventory enhancement mod for Minecraft (Forge / Fabric)
Showcase Video
About
This is my vision of the Inventory Update for Minecraft. Of features I believe are in line with Mojang's vision and could be potentially added to the game.
Available for both Fabric and (Neo)Forge.
Installation
Grab the jar file from the Release page.
You can also find this mod on Modrinth or CurseForge (Fabric, Forge)
Copy the jar file into %root_folder%/mods/ alongside other mods.
Dependencies
Dependencies for Fabric:
Dependencies for Forge:
Features

Toolbelt
Instead of taking space in the Hotbar, tools are now stored in their own place. When you mine a block, a correct tool gets passively applied from the said Toolbelt.
- Mending will mend tools in the Toolbelt before going into player's XP bar
- Axe will be used as a melee weapon in the sword slot is empty
- Hoe Toolbelt slot accepts shears. Sword Toolbelt slot accepts Trident.
- Toolbelt slots accept modded tools as long as they inherit from vanilla tool classes.
Utility Belt
An Offhand replacement with a dedicated hotbar of 4 slots that can be scrolled through independently, and which skips the empty slots. You can use the selected Utility independently, which allows you to akimbo two types of blocks or two types of usable items.
Deep Pockets Enchantment
Each level of this enchantment adds an additional row to your inventory, up to 3 at max level. In addition, the first level adds 4 extra slots to the Utility Belt (from 4 to 8)
The Enchanted Book can be crafted from 2 shulker shells and a book, as well as traded from villagers or found in treasure chests.

Increased Ender Chest Capacity
The capacity of the Ender Chest has been doubled. This can be disabled in the server-wide config, but you need to distribute the said config to all players if you edit it.
Infinity Bow Requires No Arrow
This mod fixes a Vanilla bug when you need an arrow to use the Infinity Bow.
Totems of Undying activate from the Utility Belt
Instead of being permanently stuck in the offhand, it will go off from any of 4 (8 with Deep Pockets) Utility Belt slots.
Player Settings
Segmented Hotbar
Accessing slots after 5 with a keyboard might be cumbersome because the keys are just too far away. This feature makes the first keystroke select a section, and the second keystroke will select an item inside that section.
There's a "Visual Only" option that keeps the default selection schema.
Firework Rocket Boost Button
A dedicated button to fire a boost rocket directly from your inventory while flying. Can be co-bound to Jump.
Trident Loyalty Check
This option prevents you from throwing a Trident without Loyalty.
"Use Item" Applies To Offhand
The original idea was to bind each hand to its own dedicated button, but some people found it confusing, and this option restores the vanilla behavior of vanilla "Use Item", while "Use Utility" applies only to the Utility Belt / Offhand.
Skip Empty Utility Slots
By default, scrolling and displaying the Utility Belt skips the empty slots, but you can set this behavior to false. There's also a keybind (not bound by default) that allows to scroll to the first empty Utility Belt slot.
Rebind Scroll Wheel to the Utility Belt
You can rebind the Scroll Wheel to scroll through the Utility Belt, while using the number keys to chose from the Hotbar slots.
Dark Inventorio Player UI
Compatibility with dark theme mods and resource packs.
Swapped Hands
This option allows assigning the vanilla Hotbar to your Offhand, and the Utility Belt to your Main Hand.

Global Settings
To improve mod compatibility, some features can be disabled on a game-wide level for all players.
Global settings can be accessed by a keybind (only in a single player world) or
directly at %root_folder%/config/inventorio_shared.json.
Joining a server (either dedicated or hosted from another client) with mismatching global settings will prompt a request to sync your settings and restart the game, but sharing the config beforehand is recommended.
-
ExpandedEnderChest (default: true)- when set to false, disables mixins responsible for increasing Ender Chest capacity. -
InfinityBowNeedsNoArrow (default: true)- when set to false, disables mixins responsible for Infinity Bow requiring no arrows. -
TotemFromUtilityBelt (default: true)- when set to false, disables mixins responsible for Totem of Undying going off from any Utility Belt slot. -
AllowSwappedHands (default: true)- when set to false, removes the option to Swap Hands. -
ToolBeltMode (default: ENABLED)- Allows to disable the Toolbelt a) completely b) allow only the Toolbelt slots added by other mods -
UtilityBeltShortDefaultSize (default: true)- By default, the Deep Pockets Enchantment increases the Utility Belt capacity from 4 to 8. When set to false, the full capacity is given unconditionally. -
DeepPocketsBookCraft (default: true)- Can a Deep Pockets Book be crafted -
DeepPocketsInTrades (default: true)- Can a Deep Pockets Book be obtained in a villager trade -
DeepPocketsInRandomSelection (default: true)- Can a Deep Pockets Book be obtained in random selection (Enchanting Table and mob loot)
Use in modpacks and with other mods
You can include this mod in a modpack or as a dependency for your own mod.
I just ask you to respect my work and include it in a way that would count as a download of the mod on Modrinth or CurseForge and their reward programs.
- For Modpacks, don't embed the jar into the modpack but link to the mod (as should be the default behavior on both Modrinth and CurseForge).
- For Mods, don't embed the mod's jar inside your mod, but mark it as a dependency.
If you want to use this mode as a dependency, I recommend using the Modrinth maven.
Be advised that you need to manually keep track of the latest version available.
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
filter {
includeGroup "maven.modrinth"
}
}
}
dependencies {
modCompileOnly "maven.modrinth:inventorio:1.9.3-1.20.4,fabric"
}
Addon Slots, Toolbelt & Item Tags
InventorioAPI allows your mod to add custom Toolbelt slots and add custom
allowing and disallowing tags and conditions to toolbelt slots, including
existing ones.
Note: when working with the Toolbelt, please consider that its size may vary
depending on the mods and settings installed.
Don't assume any particular size of the Toolbelt or the slot order across
multiple play sessions. ToolBelt size is the same for all players within the
same play session.
Slot indices of the Deep Pockets and the Utility Belt are persistent.
Please use InventorioAPI#findFittingToolBeltStack to find a Toolbelt slot that
can accept an item and don't assume any persistent index.
By default, any tool inheriting its Java class from a vanilla tool (e.g.
PickaxeItem.java) will be accepted by a corresponding slot.
Any tool with an item tag
inventorio:%item_type% will be accepted by a corresponding slot.
You can blacklist a tool from the Toolbelt slot by adding giving it a tag
inventorio:%item_type%_blacklist.
In Forge, a slot accepts any item with a corresponding ToolType.
In Fabric, fabric:%item_type% item tag is accepted by a corresponding slot.
Any custom filters and tags can be added via InventorioAPI
Note: %item_type% is always spelled in plural. Available item types:
pickaxes, swords, axes, shovels, hoes.
Note: Please ignore InventorioModIntegration and ModIntegration - they're
intended for Inventorio to integrate with other mods, not for other mods to
integrate with Inventorio.
Contributing
Pull Requests for bug fixes and new features are always welcome. As this project uses a somewhat unconventional setup, here is a short overview of the Gradle modules at the time of writing this and how they are linked by the preprocessor:
Code and resources that are common both across Minecraft versions and mod
loaders should go in ./src/main/ (this is the 1.20.4-common
module). Generally only mixins are written in Java, the rest uses Kotlin.
Preprocessor comments can be used to restrict small sections of code to certain
Minecraft versions or mod loaders. For example:
//#if MC >= 12002
val isGlass = block.block is StainedGlassBlock || block.isOf(Blocks.GLASS)
//#else
//$$ val isGlass = block.block is AbstractGlassBlock
//#endif
or
//#if FABRIC
//$$ const val platform = "Fabric"
//#elseif FORGE
//$$ const val platform = "Forge"
//#elseif NEOFORGE
//$$ const val platform = "NeoForge"
//#else
@JvmField
val platform = throw IllegalStateException("unknown platform")
//#endif
Any code and resources that are mod loader specific should go in the latest
version for that loader. They will also be included for all previous versions
automatically (or rather for all linked modules as seen in the graph above). For
example, Fabric specific files go in
./versions/1.20.4-fabric/src/main/ and
after running the preprocessCode Gradle task the 1.20.2-fabric and
1.20.1-fabric modules will also include those files.
