How to open inventory in Minecraft Classic
The inventory is generally a graphical user interface. graphical user interfaceGUI) in the game, in which the player can select, change, move and use objects. Every inventory has compartments Slots called.
- Player inventory: In survival mode, the inventory is the player's memory for blocks and other items, a backpack, so to speak, that you always carry with you. The inventory has a limited capacity. Part of the inventory is called Quick access bar which - if you stick to the backpack comparison - could be compared with trouser pockets. In creative mode, the inventory is not a memory, but a selection of almost all blocks and other items in unlimited quantities that the game has to offer. The inventory is opened by default with the key (see controls).
- External inventories: they are called up by the player interacting with certain blocks or creatures (right mouse button). For example, the workbench has its own inventory; H. objects can be placed on it. The chest's external inventory is particularly important, as you can store items in it as soon as you don't have enough space in the player's inventory.
Quick info 
A Quick info or Tooltip is shown for each object when you move the mouse over it. By default, this is the name of the item. Additional information is the content of records and enchanted books and the effect of tools, weapons, armor and potions.
+ Displays extended tooltip, including ID names and the presence of NBT properties.
Most items are displayed with a white name. Special cases:
- Yellow name for valuable items
- Light blue name for particularly valuable items
- Pink name for very rare items
- Left mouse button:
- Click: pick up and deposit stacks of items.
- Hold down: distributes the items evenly across all selected fields.
- Double click: Collects items of the same type on an item stack.
- plus click: The item stack changes to the next inventory (e.g. into a chest or from a chest) at the next free slot. The stack is deleted from the creative inventory.
- plus double click: Moves (as far as possible) all stacks of the clicked item into the next inventory (e.g. into a chest or from a chest) to the next free slots. Important: To do this, an object must have already been picked up with the mouse. What kind of object it is, however, is irrelevant.
- Right mousekey:
- Click without objects: Pick up half of the stack of objects.
- Clicking with objects: Drop a single object.
- plus click: The item stack changes to the next inventory (e.g. into a chest or from a chest) at the next free slot.
- Middle mouse button (with clickable mouse wheel only when clicking, not when rotating):
- When the cursor is over an item in the creative mode inventory, you will receive a whole stack of that item.
- Number - :
- Select the corresponding slot on the quick access bar.
- If the mouse rests on any slot in the inventory (which is then displayed lighter), the content of the quick access slot is swapped with the content of the highlighted inventory slot. For example, you can put items from the quick access bar into a chest or bring them from a workbench to the quick access bar or swap between two quick access bar slots.
- In the creative mode inventory, the items in the quick access bar slot are replaced by a complete stack of items in the mouse slot.
- If you click on a slot in the player inventory, the content is moved back and forth between the inventory and the quick access bar.
- If you click on a slot in a third-party inventory (chest, thrower, funnel, etc.), the content is moved back and forth between the third-party inventory and the player's inventory. The quick access bar is automatically filled with preference.
- If you click on the item to be produced in a workbench, the maximum number of items is produced and automatically added to the player's inventory.
- If you click on the red "Delete" button in creative mode, it will entire Player inventory deleted.
- If you want to place something at or on a block that has an inventory (e.g. a button on a command block), this is possible if you sneak at the same time ().
Player inventories 
Survival mode inventory 
The inventory has 36 compartments. Slots), in which - together with the second hand - a maximum of 37 different objects can be stored. Each slot can hold a whole stack of items, usually 64. Whether and in what quantity an item can be stacked can be checked for the individual items (e.g. empty buckets can only be stacked 16 times, Shulker boxes not at all).
Nine slots form the quick access bar, which is always displayed at the bottom of the window. One of the slots on the quick access bar is the current slot. You hold the content of this slot in your hand. Therefore only items from the quick access bar can be placed or used. Basically, using + left mouse button a whole stack from the player's inventory above can be placed in the quick access bar or brought back up.
Above the items, the inventory contains (from left to right) four places for armor pieces, a preview of the player with his skin holding the currently selected item in his hand, a single place for the item being held in the second hand, and a 2 × 2 spaces craft field with an output field. Under the four fields of the craft field there is also a button with a book of knowledge that displays the recipe book. This will then appear on the left side of the player inventory.
Objects that are close to the player (so-called drops) are automatically added to the player's inventory as long as there is free space. Items that were in the four spaces of the crafting field when the inventory was closed are automatically added back to the inventory. They are only dropped if there is no space. If the player dies, his entire inventory will be dropped. Drops last for five minutes. During this time you can bring them back to your inventory after being resuscitated, unless they are burned in lava, for example. The command can be used to prevent the loss of inventory in the event of death.
The command can be used to bring items into the player's inventory.
The command can be used to delete part or all of the contents of the player's inventory.
The command can be used to replace the contents of an inventory slot with another item.
Inventory in creative mode 
In creative mode, the inventory is a selection of almost all blocks and other items, including those that cannot be mined or manufactured, such as bedrock, the end portal frame or the spawn eggs. Additional blocks (see blocks and objects for a complete list) can be given with the command, e.g. the command block or the barrier.
A Sorting in the creative inventory is incomprehensible. In the past, sorting was done according to numerical ID (i.e. mostly chronologically), but nowadays every developer puts new blocks and objects in a different place: sometimes at the end, sometimes at the beginning and sometimes in a place in the middle that suits them. Because of the sheer volume, the search function is becoming more and more important.
About the Compass icon one arrives at search. In the search field you can enter the name of a block or object, which is a relief because the assignment of some objects to a category is not always intuitive (e.g. bucket for "miscellaneous" and not for "tools").
About the Chest icon one arrives at Player inventorythat is retained even when changing game modes. Thus, if necessary, you can briefly switch to creative mode, get a certain item in the player's inventory and then continue playing with it in survival mode. The red X in the player's inventory is a kind of trash can. If you drag a slot content onto the X, it will be deleted. In survival mode there is only the option of throwing an object on the ground (drop).
With the Pick blockButton (middle mouse button or clickable mouse wheel, see controls) you can click any block from the world in the quick access bar. If you press at the same time as the Pick blockButton, the block object data of the block are also fetched into the inventory (e.g. a chest and its contents). The block in the inventory is then marked with "(+ NBT)" when the mouse is hovered over it, because the block object data is saved in NBT format.
As long as the creative inventory is closed, the content of the entire Quick access bar stored in nine different storage locations and retrieved with +. Saving an empty quick access bar deletes the previous contents of the specified storage space. A different assignment can be set for these keys in the options. The creative inventory has a tab that shows the contents of all nine storage locations. The content can also be dragged from this display into the quick access bar, so that you can put together your own creative inventory of a maximum of 81 slots.
External inventories 
In principle, there are two types of player-external inventories: inventories that also serve as a container and therefore keep stored blocks and objects even after they are closed, and inventories that allow the player to interact in a certain way with a block or creature, but blocks and objects do not save and either add them to the player inventory when closing or, as in most cases, simply drop them. Since the content of all inventories that serve as a container is saved in the respective block object or object, the command can be used to replace the content of individual inventory fields with other blocks or objects. For the same reason, if several players use an inventory serving as a container in parallel in multiplayer mode, the individual players can immediately see changes made by other players. However, if the block object, to which an inventory serving as a container belongs, is destroyed, all blocks and objects are dropped.
Workbench inventory 
The workbench has a craft inventory with a total of nine fields, which are required to use production recipes with 3 × 3 fields and to take the corresponding result in the right field. To the left of the nine fields of the craft field is a button with a book of knowledge that displays the recipe book. This then appears on the left side of the workbench inventory.
The workbench inventory is no Container, which is why blocks and objects that are still in the nine fields used for crafting after closing the inventory are automatically added to the player's inventory. However, if there is not enough space in the player's inventory, they are thrown in front of the player.
Furnace inventory 
The furnace has an inventory that consists of three fields. The field at the bottom left serves as a field for the fuel, the one above as a field for the object that is to be heated and the result appears in the right field. To the left of the three fields is a button with a book of knowledge through which the recipe book is displayed. This then appears on the left-hand side of the furnace inventory.
When a fuel and a heatable material are added to the furnace, the arrow pointing to the result field is slowly filled, which takes exactly 10 seconds if there is enough fuel. After completion, the result can be taken from the oven. Fuel can usually be used for more than one combustion process. The approximate time remaining can be read from the height of the flames above the field for the fuel.
It is not necessary for the player to have opened the furnace inventory during the firing process. If the player enters the wrong object in one of the two left fields or there is another object in the right field, the furnace is not activated.
The furnace inventory is a container, which is why blocks and objects remain stored even after they have been closed.
Chest / goods cart / Redstone chest / Ender chest / Shulker crate / barrel inventory 
The inventory with a size of 3 × 9 fields is used in various places, but especially where the effective storage of blocks and objects is required. Normal chests and redstone chests can also be expanded into a large chest, which doubles the size of the respective inventory.
These inventories are containers, which is why blocks and objects remain stored even after they have been closed. The end chest inventory is the only external inventory that is stored separately for each player, which is why several players do not see the same inventory when opening the same end chest. While all the containers drop their entire contents after being destroyed, this is not the case with Ender chests and Shulker boxes.
Thrower / donor inventory 
The inventory consists of a 3 × 3 field in which you can place blocks and objects. When the launcher or dispenser is activated, a single block or object is shot out of a field. If different fields are filled, the blocks and objects are fired at random when activated.
The thrower / donor inventory is a container, which is why blocks and objects remain stored even after closing.
Funnel inventory 
The funnel's inventory consists of five compartments in which all blocks and objects that are thrown into a funnel are stored. If the funnel is not a "buyer" such as If a chest is connected, for example, the five fields fill up. If the funnel can deliver its objects, the five fields are emptied one after the other. If there is only space for certain blocks or objects in a receiver, only these blocks or objects are passed on through the funnel. The rest stays in the funnel. If all slots are occupied and he cannot give up any of them, he will not pick up any new items.
The funnel inventory is a container, which is why blocks and objects remain stored even after closing.
Brewing inventory 
The inventory of the brewing stand has a total of five fields, one at the top in the middle, three next to each other at the bottom and one on the left edge. The ingredient that is used to make a potion or to change an existing potion is placed in the upper field. The lower three fields can be equipped with water bottles or with potions that are to be changed; not all fields below have to be filled. In the compartment to the left of it you put Lohenstaub, which activates the brewing level for 20 brewing processes.
If the fields are correctly populated, bubbles rise to the left. If the "bubble indicator" is full, an arrow-shaped progress indicator fills up bit by bit. The potions are ready and can be removed as soon as the display is full. The brewing stand then also emits a gurgling noise. If the deposited items are not correct, nothing happens. The remaining brewing processes after using a Lohenstaub can be seen approximately from a yellow display under the bubble display. It is not necessary for the player to keep the brewing candy inventory open during the brewing process.
The brewery inventory is a container, which is why the items remain stored even after they have been closed.
Magic table inventory 
The magic table inventory consists of two fields. The tool or weapon to be enchanted is placed in the left field, up to three lapis lazuli are placed in the right field. Above the two fields there is an initially closed book that opens as soon as the two fields have been filled with the correct items. In the right half of the inventory there are three enchantment bars, each offering three different enchantments. The level of the respective enchantment is indicated in the lower right corner of each bar. The bar below always offers a higher enchantment level than the bar above.The bottom bar then always offers the maximum enchantment level, with a number of 15 bookshelves that is level 30. On the left of each bar is the price for the respective enchantment. These are 1, 2 or 3 levels of experience. The price also indicates the number of lapis lazuli required. If you move the mouse pointer over one of the three bars, an enchantment is displayed that you will definitely get. This can be the only enchantment, but possibly just one of several. You can only do any object once enchant.
The magic table inventory is no Container, which is why the items that are still in the two fields after closing the inventory are automatically added to the player's inventory. However, if there is not enough space in the player's inventory, they are thrown in front of the player.
The anvil inventory consists of a total of three fields. The tool or weapon that is to be processed is placed in the left field. To repair or transfer enchantments, an additional tool, weapon or suitable object is required in the field to the right. If you have placed valid objects in these two fields, the result appears in the field on the right, which can be taken. At the lower right edge of the inventory, the costs of experience levels are displayed, which are calculated when the result is taken. If the player does not have enough experience level, the costs are displayed in a red color, otherwise they are light green. In the upper left corner of the anvil inventory there is also the symbol of a hammer. To the right of this symbol there is a bar that shows the name of the item that is currently being processed. This name can be changed as required in the bar. It is then handed over when the result is taken, but increases the costs. Tools that cannot be enchanted on the magic table can also be processed in the anvil.
The anvil inventory is no Container, which is why the blocks and objects that are still in the two left-hand fields after closing the inventory are automatically added to the player's inventory. However, if there is not enough space in the player's inventory, they are thrown in front of the player.
Blacksmith's table inventory 
The forging table inventory consists of a total of three fields. In the left field you place a tool, a piece of armor or a weapon made of diamonds. To upgrade the item, you place a netherite bar in the middle field. If you have placed valid objects in these two fields, the upgraded netherrite object appears in the right field.
The forging table inventory is no Container, which is why objects that are still in the forge table after closing the inventory are thrown in front of the player.
Beacon inventory 
The beacon inventory appears by right-clicking on a beacon block. It is divided into two halves: the "primary forces" are available in the left half, and a "secondary force" can be selected in the right half. The "powers" are status effects that can be recognized by their respective symbols. To the left of the symbols there is a representation of a beacon pyramid that shows how many layers the pyramid must consist of so that the corresponding forces can be used. In the whole inventory there is only one field in which you can place an emerald, diamond, gold bar or iron bar, which is displayed to the left of it. Once this has been done, the player can choose one of the powers. This is selected by clicking on it and then activated by confirming with the tick. The item that was in the field is used up.
The beacon inventory is no Container, which is why an object that is still in the field after the inventory has been closed is thrown in front of the player.
Trade inventory 
The trade inventory appears when trading with a villager. Right-click on the villager to bring it up. It consists of two fields on the left that can only be used by the player, and on the right of a single field in which the villager's blocks and objects can be removed. Above all three fields there are representations of the blocks and items that can be traded with the respective offer. The player can switch the offer by clicking on the left or right arrow in the inventory.
The trade inventory is no Container, which is why the blocks and objects that are still in the two left fields after closing the inventory are thrown in front of the player.
Horse inventory 
If you sit on a horse, you can access the inventory via. If you are standing next to the horse, you can access the inventory with and a right click. The inventory is similar to that of the player. A picture of the horse is displayed in the upper part. To the left of it there are two fields. The saddle can be placed in the upper one, and any horse armor in the lower one. As usual, the player inventory is displayed in the lower area.
The horse inventory is a container, which is why the saddle and horse armor remain stored even after closing.
Donkey / mule inventory 
The inventory of the saddle boxes consists of a total of 15 fields. In the upper left corner you can see a picture of the donkey or the mule, as in the player's inventory. To the left there is a slot for the saddle. To the right of the picture are the 15 fields that represent the inventory of the saddle chests. Any blocks and objects can be stored there. If the donkey or mule does not have a saddle chest, these fields are omitted and are shown as a gray area like a horse. As usual, the player's inventory is located under the inventory of the donkey or mule. To access the inventory you have to press while sitting on the donkey or mule or, if you are standing next to it, right-click on a donkey or mule equipped with a chest.
The donkey / mule inventory is a container, which is why the saddle as well as the filled blocks and objects remain stored even after closing.
Lama inventory 
A llama's inventory is similar to that of donkeys and mules. On the left side there is an image of the respective lama, further to the left there is a single field, where in this case not a saddle, but a single carpet can be placed to decorate the lama. If the llama is equipped with a chest, inventory fields are available in the right area for storing blocks and objects, which are otherwise shown as gray areas. In contrast to donkeys and mules, 15 fields are not always available. The number differs depending on the llama, but it is always a multiple of 3. Naturally occurring llamas can carry around a maximum of blocks and objects in nine fields, only through breeding one can obtain llamas in which all 15 fields are freely available. To access the inventory, you have to press while sitting on the llama or, if you are standing next to him, right-click on the animal.
The lama inventory is a container, which is why the carpet as well as the filled blocks and objects remain stored even after closing.
Inventory slot IDs 
The ID names are required by the command. In contrast, numerical IDs are stored in the NBT data (see last column of the table). Deviating from this, there are internal IDs for all slots - including those that can only be used temporarily - which are not saved and which could be of interest to modification developers. They can be looked up here.
|armor.chest||Armor / breastplate of the player and some creatures||Player data: Inventory With slot 102|
Creature data: Third entry in the ArmorItems without slot
|armor.feet||Armor / boots from player and some creatures||Player data: Inventory With slot 100|
Creature Data: First entry in the ArmorItems without slot
|armor.head||Armor / helmet or block as a head for players and some creatures||Player data: Inventory With slot 103|
Creature Data: Fourth entry in the ArmorItems without slot
|armor.legs||Armor / leg protection of the player and some creatures||Player data: Inventory With slot 101|
Creature data: Second entry in the ArmorItems without slot
|container.0 to .53||Inventory of a container (chest, dispenser, launcher, funnel, oven, brewing stand). Slot 0 is in the top left. So far, only IDs 0 to 26 are possible. Double chests have 54 slots, but they consist of two blocks that are addressed individually. Therefore IDs 27 to 53 are currently not used.||Block object data: Items With slot 0 to 26 for chest, redstone chest and shulker box, 0 to 8 for dispenser and thrower, 0 to 4 for funnel and brewing stand and 0 to 2 for oven.|
|enderchest.0 to .26||Player's end chest, slot 0 is at the top left||Player data: EnderItems With slot 0 to 26|
|horse.0 to .14||Contents of the saddlebags of a donkey or llama, slot 0 is on the top left||Creature Data: Items With slot 2 to 16|
|horse.armor||Horse armor or lama blanket||Creature Data: For horses ArmorItem without slot, for llamas DecorItem without slot|
|horse.chest||The saddlebags of a donkey or a llama||Creature Data: Chested Horse true / false|
|horse.saddle||Saddle of horse and donkey||Creature Data: SaddleItem without slot|
|hotbar. 0 to .8||Player's quick access bar, slot 0 is on the left||Player data: Inventory With slot 0 to 8|
|inventory.0 to .26||Player's inventory, slot 0 is in the top left||Player data: Inventory With slot 9 to 35|
|villager.0 to .7||Invisible inventory of a villager||Creature Data: Inventory With slot 0 to 7|
|weapon or weapon.mainhand||Main hand of a creature or the player.||Player data: SelectedItemSlot 0 to 8|
Creature Data: First entry in the HandItems without slot
|weapon.offhand||Second hand of a creature or the player||Player data: Inventory With slot -106|
Creature data: Second entry in the HandItems without slot
|Inventory||Open your inventory.||Open the inventory. The description shows the set inventory key (default:).||10G||bronze|
These are the inventory layouts from previous versions.
|Version history of the Java Edition|
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