Interface IInventory

All Known Subinterfaces:
Hopper, ISidedInventory
All Known Implementing Classes:
AnimalChest, BlockDispenserTileEntity, CauldronTileEntity, CookingVesselTileEntity, CrucibleTileEntity, EntityMinecartChest, EntityMinecartContainer, EntityMinecartHopper, HamperTileEntity, HopperTileEntity, InfernalEnchanterInventory, InventoryBasic, InventoryCrafting, InventoryCraftResult, InventoryEnderChest, InventoryLargeChest, InventoryMerchant, InventoryPlayer, LoomTileEntity, MillstoneTileEntity, OvenTileEntity, PulleyTileEntity, TileEntityBeacon, TileEntityBrewingStand, TileEntityChest, TileEntityDispenser, TileEntityDropper, TileEntityFurnace, TileEntityHopper, VaseTileEntity

public interface IInventory
  • Method Summary

    Modifier and Type
    Method
    Description
    void
     
    decrStackSize(int var1, int var2)
    Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a new stack.
    int
    Returns the maximum stack size for a inventory slot.
    Returns the name of the inventory.
    int
    Returns the number of slots in the inventory.
    getStackInSlot(int var1)
    Returns the stack in slot i
    When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - like when you close a workbench GUI.
    boolean
    If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's language.
    boolean
    isItemValidForSlot(int var1, ItemStack var2)
    Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
    boolean
    Do not make give this method the name canInteractWith because it clashes with Container
    void
    Called when an the contents of an Inventory change, usually
    void
     
    void
    Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
  • Method Details

    • getSizeInventory

      int getSizeInventory()
      Returns the number of slots in the inventory.
    • getStackInSlot

      ItemStack getStackInSlot(int var1)
      Returns the stack in slot i
    • decrStackSize

      ItemStack decrStackSize(int var1, int var2)
      Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a new stack.
    • getStackInSlotOnClosing

      ItemStack getStackInSlotOnClosing(int var1)
      When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - like when you close a workbench GUI.
    • setInventorySlotContents

      void setInventorySlotContents(int var1, ItemStack var2)
      Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
    • getInvName

      String getInvName()
      Returns the name of the inventory.
    • isInvNameLocalized

      boolean isInvNameLocalized()
      If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's language. Otherwise it will be used directly.
    • getInventoryStackLimit

      int getInventoryStackLimit()
      Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't this more of a set than a get?*
    • onInventoryChanged

      void onInventoryChanged()
      Called when an the contents of an Inventory change, usually
    • isUseableByPlayer

      boolean isUseableByPlayer(EntityPlayer var1)
      Do not make give this method the name canInteractWith because it clashes with Container
    • openChest

      void openChest()
    • closeChest

      void closeChest()
    • isItemValidForSlot

      boolean isItemValidForSlot(int var1, ItemStack var2)
      Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.