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IInventory vs ItemStackHandler for Containers with GUI


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Howdy Folks.

I'm creating a container with GUI similar to vanilla chest.

Previously I've used IInventory to do that but I hear phrases like "that's deprecated" and "use IItemHandler instead".


ItemStackHandler I understand fine, but it doesn't seem to be directly compatible with GUI.


What's the "Forge way" to code a chest similar to Vanilla?


i.e. currently I'm doing composition to adapt the ItemStackHandler to an IInventory, sometimes in a pretty clumsy way

public class TileEntityInventoryBasic extends TileEntity implements IInventory {
	// Create and initialize the item variable that will store store the item
	private final int NUMBER_OF_SLOTS = 9;

  private final ItemStackHandler itemStackHandler = new ItemStackHandler(NUMBER_OF_SLOTS);

	public TileEntityInventoryBasic()

	/* The following are some IInventory methods you are required to override */

	// Gets the number of slots in the inventory
	public int getSizeInventory() {
		return itemStackHandler.getSlots();

  // returns true if all of the slots in the inventory are empty
	public boolean isEmpty()
    for (int i = 0; i < itemStackHandler.getSlots(); ++i) {
      if (!itemStackHandler.getStackInSlot(i).isEmpty()) {  // isEmpty()
        return false;
    return true;

  // Gets the stack in the given slot
	public ItemStack getStackInSlot(int slotIndex) {
		return itemStackHandler.getStackInSlot(slotIndex);

	 * Removes some of the units from itemstack in the given slot, and returns as a separate itemstack
 	 * @param slotIndex the slot number to remove the item from
	 * @param count the number of units to remove
	 * @return a new itemstack containing the units removed from the slot
	public ItemStack decrStackSize(int slotIndex, int count) {
    ItemStack extractedItemStack = itemStackHandler.extractItem(slotIndex, count, false);
		if (!extractedItemStack.isEmpty()) {


and the reason I think I need to do this is because Slot needs an IInventory

public class ContainerBasic extends Container {

	// Stores a reference to the tile entity instance for later use
	private TileEntityInventoryBasic tileEntityInventoryBasic;

		for (int x = 0; x < TE_INVENTORY_SLOT_COUNT; x++) {
			int slotNumber = x;
			addSlot(new Slot(tileEntityInventoryBasic, slotNumber, TILE_INVENTORY_XPOS + SLOT_X_SPACING * x, TILE_INVENTORY_YPOS));
   /// slot requires an IInventory.                                                    


Am I missing something?









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2 hours ago, TheGreyGhost said:

implements IInventory

And remove this entirely.

  • Thanks 1

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