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Best way to create a custom crafting table in 1.19


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What is the best way to create a crafting table in 1.19.


Currently i have this. What should i use instead of use and getMenuProvider

 * @see CraftingTableBlock
public class OmnitrixCrafter extends Block {
    public static final DirectionProperty FACING = HorizontalDirectionalBlock.FACING;
    private static final Component CONTAINER_TITLE =

    public OmnitrixCrafter() {


    public InteractionResult use(BlockState p_52233_, Level p_52234_, BlockPos p_52235_,
            Player p_52236_, InteractionHand p_52237_, BlockHitResult p_52238_) {
        if (p_52234_.isClientSide) {
            return InteractionResult.SUCCESS;
        } else {
            p_52236_.openMenu(p_52233_.getMenuProvider(p_52234_, p_52235_));
            return InteractionResult.CONSUME;

    public MenuProvider getMenuProvider(BlockState p_52240_, Level p_52241_, BlockPos p_52242_) {
        return new SimpleMenuProvider((p_52229_, p_52230_, p_52231_) -> {
            return new CraftingMenu(p_52229_, p_52230_,
                    ContainerLevelAccess.create(p_52241_, p_52242_));
        }, CONTAINER_TITLE);


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Unfortunately you can not simply extends the CraftingMenu since you need a custom MenuType.
But you can copy the full logic of the CraftingMenu and replace the MenuType in the constructor and add to the client constructor a FriendlyByteBuf,
then you need to change the logic in #stillValid. You can return true or copy the vanilla logic and do this for your CraftingTableBlock.

For the Screen you can do the same thing, you only need to change the AbstractContainerMenu to your CraftingMenu.
Then you need to register the Screen in FMLClientSetupEvent in #enqueueWork via MenuScreens#register.

Note you need to use NetworkHooks#openScreen for your CraftingMenu.

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Unfortunately you can not simply extends the CraftingMenu since you need a custom MenuType.

That's not totally true. You can subclass CraftingMenu as long as you override 2 key methods

    public class MyCraftingMenu extends CraftingMenu {

        private final ContainerLevelAccess access;

        public MyCraftingMenu(int p_39356_, Inventory p_39357_, ContainerLevelAccess p_39358_) {
            super(p_39356_, p_39357_, p_39358_);
            this.access = p_39358_;

        public MyCraftingMenu(int p_39353_, Inventory p_39354_) {
            this(p_39353_, p_39354_, ContainerLevelAccess.NULL);

        // Override to return your menu type that identifies the screen to use
        public MenuType<?> getType() {
            return MY_MENU_TYPE.get();

        // Override to identify the block instance (used to force the user out of the screen if the block is destroyed)
        public boolean stillValid(Player p_39368_) {
            return stillValid(this.access, p_39368_, MY_CRAFTING_BLOCK.get());


Of course this assumes the vanilla CraftingMenu is a useful for what you want to display on the screen.

If your crafting screen is radically different you will want your own AbstractContainerMenu implementation with the forge additions described above.



If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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27 minutes ago, warjort said:

That's not totally true. You can subclass CraftingMenu as long as you override 2 key methods

This possibility exists i know, it's not the recommended way to do.

By far the best way would be a PR that allows opening vanilla menus for modded Blocks.

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