
InOr
Automatically sort your inventory with one button. Define custom slot rules by item category, type, or specific items, and never manually organize again.
- Загрузки
- 983
- Подписчики
- 5
- Обновлён
- 16 августа 2026 г.
- Лицензия
- MIT
Опубликован 3 мая 2026 г.
Inventory Organizer — Full description A Fabric mod for organising your inventory and your storage with one click, plus a server‑aware multi‑chest "warehouse" system, a set of optional automations, and remote crafting. Runs on Minecraft 26.1 / 26.1.1 / 26.1.2. environment: "*" — it's a client‑side mod (required on the client) with optional server‑side support that unlocks the shared multiplayer features.
Part 1 — Every feature Sorting OI (Organize Inventory): one click sorts your whole inventory — identical items merge into full stacks, the same types group together. OST (Organize STorage): does the same to the chest you have open. Sort keybind: OST when a chest is open, otherwise OI. A Sort action setting picks the behaviour: Smart (default), OI‑only, OST‑only, or Both. Stack consolidation: scattered partial stacks of one item are merged back into full stacks. The Slot Config editor The central screen (the S button or a keybind). Tabs across the top: Inv, Storage, Groups.
Inv tab: a live picture of your inventory. Pick a rule from the right‑hand palette, then left‑click a slot to assign it; right‑click resets a slot to any. Rules: any (accepts anything), empty (kept empty), Groups (Weapons, Tools, Armor, Blocks, Food, Valuables, Potions, Splash, Arrows, Utility, Misc), Sub‑groups (Logs, Boats, …), or a specific item. A search box filters 1600+ items. Armor + offhand: rules for helmet / chestplate / leggings / boots and the shield/offhand slot. Auto‑refill marker: middle‑click a hotbar slot to flag it with a green R (see Automations). Bottom row: Save, Clear, Kits, Names, Ranks (Tier Order), Back, and Warehouse when available. Help: a Guide button (full manual) and a ? quick‑tip overlay (click outside to close). Per‑chest profiles Each chest can remember its own sort layout. Open a chest → New profile? → Yes. Identity is resolved by, in order: anvil custom name → exact block coordinates (both halves of a double chest) → adjacent‑sign text. A sign next to a chest also names its profile. Carrying mode: a profile becomes "active" only while its chest is open; the Pr button re‑binds a carried profile to the open chest. Nothing marks a chest as non‑storage (hidden from the map). Profiles are private and local — never shared. Groups & Tier Order (Ranks) Groups tab / editor: edit the built‑in item groups or create custom groups so rules match exactly what you mean. Tier Order (Ranks): within a type, set the priority order so sorting is deterministic (e.g. netherite above diamond). Double‑click a slot to jump straight into it. Kits Save a whole slot‑config layout as a named Kit and load it later. A Cycle slot preset keybind flips between saved Kits on the fly. Warehouses (linked chests) The Warehouse map (Wh button / keybind) is a top‑down view of your chests. Link 2+ nearby chests (within range, connected) into one warehouse; OST at any member — or Sort on the map — organises the whole group together. Unlink breaks it up. On servers, links are private by default; a foreign link is revealed to another player only after they open one of its chests (then the whole warehouse shows on their map). Permissions & anti‑theft (servers) Per‑player OST permission: select your own link → OST button → a picker of known players, each toggled on/off. Default off — a revealed link is visible but not sortable until granted. Anti‑theft (server‑enforced): you can't link a chest that's in someone else's warehouse, can't remote‑withdraw from a foreign link, and can't sort a link without permission. Automations (Free mode) Auto‑refill (green R): a marked hotbar slot refills itself from your inventory when it empties, using the slot's rule or the last item that was there. Chest refill (Rf): top up every marked hotbar slot from the open chest in one press. Deposit‑all (Dep): send back every inventory stack whose item is already in the chest. Scroll: plain‑scroll a slot to quick‑move it; Shift+scroll sorts one item per notch. Trash / Void (under Storage): a rule grid; matching items are dropped on pickup. A Trash mode toggle switches Drop‑all vs Keep‑1‑stack. Remote crafting A materials panel by the inventory and crafting table lists the combined contents of nearby chests (icon + name + count) with search and a quantity box; click to pull items to your inventory. Range: 60 blocks at a table in single‑player, 15 elsewhere. Server‑friendliness & safety Quick switch (master mode): one button flips everything between Server‑Friendly and Free. Free gating: automations only run in private/whitelisted environments (single‑player, LAN, Realms, Aternos, whitelisted servers); off on normal public servers. Whitelist (opt‑in): add a trusted server (behind a confirmation) to enable Free features there. Fight mode: real PvP forces Server‑Friendly for ~20s (with a small HUD timer); kept on at all times on public servers, so the mod never gives a combat edge. Death auto‑sort: optionally re‑sorts after you recover your gear. Keybinds (Controls → Inventory Organizer) All unbound by default: Sort, Open Kits, Open Settings, Open Warehouse map, Chest refill, Cycle slot preset. A Keybind mode setting (Inventory‑only / Free / Off) controls where they're allowed to fire.
Help & languages A full, word‑wrapped in‑game Guide (auto‑opens on first settings entry) and a per‑screen ? quick help. 9 languages: English, Magyar, Deutsch, Español, Français, 中文, 日本語, Русский, Português, with button labels sized so translations don't overflow. Part 2 — How it's built (architecture) Sides & entry points Environment "*" — loads on both sides. The main entrypoint registers the networking payload types (common) and the server‑side receivers; the client entrypoint registers keybinds, screen hooks (Fabric ScreenEvents), the HUD element, and the client tick. Core split: the client owns all UI/sorting/config; the server owns only the shared warehouse link store + sort engine + remote‑craft aggregation. Configuration (client, local) OrganizerConfig — a JSON config holding slot rules, storage presets, custom groups, warehouse groups (local links), known chests, Kits, keybind/sort settings, whitelist, trash rules, etc. StoragePreset — one chest's layout (slot rules, size, identity: name/positions/sign). SlotRule, WarehouseGroup — supporting data. Sorting InventorySorter / SortLogic — inventory sort + rule matching + stack consolidation. StorageSorter — chest sort using the active StoragePreset. ChestIdentifier (client) — resolves which local profile is active for the open chest (name → coordinates → sign), and whether the chest belongs to a foreign link (sort‑only). Warehouse subsystem WarehouseClient — client‑side state: the handshake flag, the visible‑links cache (own + revealed foreign), the remote‑craft stock, the OST‑roster cache, and all the send helpers. WarehouseNet — registers payloads and the server receivers; the server thread does all the work. WarehouseLinks — server‑side store of links (owner, dimension, positions, the owner's per‑chest rules, OST allow‑list) + a joined‑player roster; persisted to inventory-organizer-warehouse-links.json. WarehouseEngine — the sort engine: pulls all items from a group into a pool, then re‑places each stack into the chest whose rule matches best (double‑chest aware, distance‑guarded). RemoteStock — server‑side remote‑craft: aggregates nearby chest contents and withdraws items (skips foreign‑link chests). WarehouseMapScreen, OstPermScreen — the map UI and the OST permission picker. Networking (handshake‑gated) On join the server sends WarehouseHelloPayload; the client sets an available flag. Until then the client sends nothing, so on a vanilla server the mod is completely silent. Client→server: warehouse map query, upload/delete link, sort link, sort group, request OST roster, set OST permission, craft stock query, craft withdraw. Server→client: hello, link map data, OST roster, craft stock. Every server action re‑validates distance and ownership/permission and never trusts the client; anti‑spam cooldowns guard sorting and withdrawing. Client integration & robustness Mixins: CreativeInventoryScreenMixin (buttons in the creative inventory), InventoryScreenMixin, ContainerScreenAccessor (leftPos/topPos/hovered slot), ContainerScrollMixin (scroll on container screens). FightModeTracker (tamper‑resistant PvP detection + HUD), ServerEnvironment (Free‑mode gating), DeathSortTracker. UI is resize‑safe: layout is rebuilt in init() (re‑run on resize); a universal guard forces a re‑init when the screen's cached size differs from the window, and a leftPos watcher re‑lays‑out the in‑game overlays when the recipe book shifts the GUI. Build & releases Single Java source base; per‑version projects (26.1 / 26.1.1 / 26.1.2) share the same code with version‑specific Fabric metadata. Distributed as one jar per Minecraft version.
Ченджлог
1.6.4-26.2Релиз26.2 · 16 августа 2026 г.
We are working on a long-standing issue. The chest buttons and other things in the inventory are buggy and not working properly. In this update we have only tried to fix this issue.
1.6.3-26.2Релиз26.2 · 6 августа 2026 г.
Inventory Organizer 1.6.3 — Changelog
A hotfix round on top of 1.6.2: two crashes/bugs found right after release, a security/anti-cheat hardening pass, and a big localization catch-up.
🐛 Bug fixes
- Fixed a hard crash dragging the deposit ("send item to chest") slot into a screen corner. Its position clamp only kept the slot itself on-screen, not the hint text drawn around it (the drag hint to its right, the two-line hint below it at rest) — close enough to an edge, that text rendered past the real screen bounds and crashed. The slot now keeps a wider, edge-aware margin so all of its surrounding text always stays fully on-screen.
- Fixed the search box not accepting typing, and the list snapping back to the top, on the Inventory tab and the Trash editor. Reported in #6. The search box was being rebuilt from scratch every time the screen re-laid itself out (e.g. after a window resize), discarding whatever was typed and its focus — unlike the Groups screen, which already reused its search box correctly. Also removed a redundant per-frame search re-check that could re-trigger a scroll reset. The Inventory tab, Trash tab, and Groups screen all now keep the search box and scroll position stable.
🔒 Anti-cheat & security hardening
- Hardened scroll-move against Fight Mode. It was already blocked during active combat indirectly (via the same "Free mode only" check used by other Free-only features), but now has its own explicit, directly-named check — scroll-move is a near-instant item-move method that could otherwise look exactly like a macro to anti-cheat, so this makes sure it can never accidentally start working during combat even if the shared check's logic changes later.
- Sustained scroll-move now uses a randomised cooldown gap instead of a fixed one (55-75ms / 60-80ms instead of a perfectly metronomic 55ms / 60ms) — a fixed-interval packet cadence is exactly the pattern anti-cheat auto-clicker detectors are built to catch.
- Added missing per-player rate limits to the warehouse link management packets (upload/delete a link, view/change OST permissions), which previously had no anti-spam check at all and could be fired as fast as the network allows, forcing repeated disk writes on the server.
- Added a low-frequency self-heal sweep for an internal server-side bookkeeping ledger (which chest a crafting ingredient was borrowed from) that drops any entry left untouched for 10+ minutes — pure defensive hardening against a hypothetical future bug, doesn't touch any saved settings.
- Removed an unused, never-registered network payload left over from earlier development.
🌍 Localization
- Localized ~96 previously hardcoded, English-only UI strings across all 9 languages. Several screens (Kits, Custom Group editor/list, Tier/Sorting Order config, the main Inventory config screen, the Remote Crafting panel, the Item Names screen, and a few screen titles) had labels, status messages, tooltips, and several full "Guide" help-text blocks that were never wired into the language system — they always showed in English no matter your language setting. All of it is now properly translated.
🎬 Tutorial
- Pressing Enter now skips the Tutorial's typewriter caption animation, instantly revealing the full caption text instead of waiting for it to type out — the auto-advance read pad still gives you the same full time to read it afterwards.
1.6.2-26.2Релиз26.2 · 3 августа 2026 г.
Inventory Organizer 1.6.2 — Changelog
A fast community-requested fix: the Remote Crafting panel's layout is now configurable, so it can be moved out of the way of other mods (like JEI) that also dock to the screen's edge, plus a round of GUI-overlap and scroll-behavior fixes reported by players.
🧭 Configurable Remote Crafting HUD layout
Reported in #4: the nearby-chest-contents panel next to the crafting/inventory screen always docked to the right, colliding with JEI's recipe panel. Layout is now configurable across three independent pieces:
- Materials panel (the search/qty/scroll controls and the scrollable chest-content list — these move together) — now toggleable between left or right of the GUI via a small
⇄button on the panel. Automatically clears the vanilla recipe book (and its category tabs) when it's open on that side. - Quick-action buttons (the existing K/S/OI/HUD/Wh row on the survival inventory screen) — now cycle between above, below, or right of the GUI via a small
⇅button. When set to the right, they stack vertically instead of overflowing horizontally. - Deposit ("send item to chest") slot — now freely draggable anywhere on screen: click its small move handle, drag, and release to drop it wherever you like.
- If the Materials panel and the quick-action buttons would both end up on the right at the same time, one is automatically nudged out of the way — no dead-end settings, no overlap.
- All positions persist per-config and are resolution/GUI-Scale independent.
- Fully localized in all 9 supported languages.
🐛 Bug fixes
- Remote-crafting deposit now properly OSTs with the chest's real rules. Depositing an item into a chest (holding an item and clicking the deposit slot, or cancelling a recipe) used to route by a blind "first chest/slot with room" check that ignored your configured slot rules entirely (tier, group, specific item,
cg:custom groups) — so a rule likecg:blockson a linked chest was silently ignored, and items only ever spilled into the "correct" chest once the first one filled up completely. It now routes the same way a manual OST/warehouse sort would: best-matching chest first, placed only in a rule-accepting slot. - Fixed placement landing in the wrong slot within the correct chest — for real this time. An item could land in a designated specific slot, only to have a follow-up "tidy" cleanup pass immediately pull it back out and redrop it starting from slot 0, ignoring the rule entirely. Placement now ranks every accepting empty slot by specificity (exact item > type > group > generic) throughout the whole process, including the final tidy — this also improves the regular manual OST/warehouse sort, since it shares the same placement logic.
- Fixed a duplicate OI/K/S/Wh button row that briefly appeared on the crafting table and survival inventory screens alongside the existing one.
- Fixed the Materials search box (and its other header controls) not moving when the panel's left/right position was flipped — only the list itself used to move.
- Fixed chest data bleeding between different worlds/servers. The mod's config file is a single global JSON shared across every world you've ever played — known chests, per-chest profiles, and local warehouse-group links were stored as bare coordinates with no world/dimension identifier, so a chest at the same coordinates in two different worlds/servers (or even two dimensions on the same server) was treated as the same chest, mixing links and profiles together. All of these now carry a world+dimension tag; existing bindings from before this fix keep working everywhere (no forced reassignment, no data loss) — only newly-added ones are properly scoped going forward.
- Scroll-to-move now only acts while the cursor is over the container's own panel. Reported in #5: scrolling anywhere on screen — including while trading with a villager or mid-craft — could move items in your hotbar/inventory. Scrolling now does nothing at all unless the mouse is actually over the vanilla inventory/chest panel, villager trading screens are excluded entirely, and result slots (crafting/furnace/trading output) can no longer be scrolled away. Also added a dedicated Scroll-move on/off toggle in Special Settings for anyone who'd rather turn the feature off completely.
- Fixed overlapping buttons/text across the mod's screens at GUI Scale 3+. Several screens pack a lot of controls onto one page, and at high GUI Scale (less logical space to work with) some of that could end up stacked on top of each other — most notably the Custom Group editor's Save button hiding behind the item grid. Rather than reflowing each screen's layout to fit whatever cramped space is left (tried before, never held up), every mod screen now renders itself "zoomed back out" past GUI Scale 2, so it always keeps at least as much room to work with as GUI Scale 2 provides, no matter how high your actual GUI Scale is set. GUI Scale 3 only gets zoomed back out halfway (to an effective 2.5), since some players sit at scale 3 specifically to see more detail — GUI Scale 4+ still gets the full treatment.
- Fixed the Kits screen ending up confined to the top-left corner of the screen after a window resize or a live GUI Scale change at GUI Scale 3+. It rebuilt its buttons at the wrong (real, uncapped) size on resize while still applying the counter-zoom shrink meant for the larger virtual size, instead of both agreeing.
1.6.2-26.2Бета26.2 · 2 августа 2026 г.
Inventory Organizer 1.6.2-beta — Changelog
A fast community-requested fix: the Remote Crafting panel's layout is now configurable, so it can be moved out of the way of other mods (like JEI) that also dock to the screen's edge. Released as a beta: it's been tested thoroughly in single-player, but not yet on a dedicated server, and a couple more improvements are planned before the final release.
🧭 Configurable Remote Crafting HUD layout
Reported in #4: the nearby-chest-contents panel next to the crafting/inventory screen always docked to the right, colliding with JEI's recipe panel. Layout is now configurable across three independent pieces:
- Materials panel (the search/qty/scroll controls and the scrollable chest-content list — these move together) — now toggleable between left or right of the GUI via a small
⇄button on the panel. Automatically clears the vanilla recipe book (and its category tabs) when it's open on that side. - Quick-action buttons (the existing K/S/OI/HUD/Wh row on the survival inventory screen) — now cycle between above, below, or right of the GUI via a small
⇅button. When set to the right, they stack vertically instead of overflowing horizontally. - Deposit ("send item to chest") slot — now freely draggable anywhere on screen: click its small move handle, drag, and release to drop it wherever you like.
- If the Materials panel and the quick-action buttons would both end up on the right at the same time, one is automatically nudged out of the way — no dead-end settings, no overlap.
- All positions persist per-config and are resolution/GUI-Scale independent.
- Fully localized in all 9 supported languages.
🐛 Bug fixes
- Remote-crafting deposit now properly OSTs with the chest's real rules. Depositing an item into a chest (holding an item and clicking the deposit slot, or cancelling a recipe) used to route by a blind "first chest/slot with room" check that ignored your configured slot rules entirely (tier, group, specific item,
cg:custom groups) — so a rule likecg:blockson a linked chest was silently ignored, and items only ever spilled into the "correct" chest once the first one filled up completely. It now routes the same way a manual OST/warehouse sort would: best-matching chest first, placed only in a rule-accepting slot. - Fixed a duplicate OI/K/S/Wh button row that briefly appeared on the crafting table and survival inventory screens alongside the existing one.
- Fixed the Materials search box (and its other header controls) not moving when the panel's left/right position was flipped — only the list itself used to move.
1.6.1-26.2Релиз26.2 · 22 июля 2026 г.
Inventory Organizer 1.6.1 — Changelog
A small but meaningful update: a brand-new in-game Tutorial for players who are still finding their footing with the mod, plus a fix for a false-positive bug affecting vanilla containers.
🎬 New: interactive Tutorial
- A short, animated walkthrough of how Inventory Organizer actually thinks — drawn live on a faux config-panel backdrop (not a video file), with typewriter captions and a real hotbar/slot look throughout.
- Covers, in order: assigning an exact item to a slot, automatic sorting via Ranks, how the Material → Enchant → Durability priority order decides between two items (with a concrete Netherite vs. Diamond pickaxe example), same-tier slot tie-breaking, linked-chest/Warehouse behaviour, Bundle Profile pairing, potion slot rules, and custom-group member ranking.
- Includes a quick-reference cheat-sheet table near the end covering all three "which criterion decided" scenarios at a glance, plus an explicit note that a criterion being first in the priority list does not mean the others are ignored — it just gets the first say, and only hands the decision to the next one in line when it's tied.
- Auto-plays once on first launch (right after the complexity-mode picker), and is replayable anytime from a new "▶ Tutorial" button in the Guide.
- Ends with an honest disclaimer: this is a helper, not magic — it won't always get everything perfectly right, and bugs may still turn up. Players are pointed to the issue tracker to report anything they find.
- Fully localized in all 9 supported languages.
🐛 Bug fix
- Vanilla Dispenser, Dropper, and Hopper were wrongly flagged as "modded" containers. The generic (modded) chest-like container detector only excluded vanilla chests, shulker boxes, and the player/creative/crafting screens — anything else with an unrestricted, storage-sized slot layout got OST/profile buttons and a "Modded chest — profile may be buggy" warning slapped on it. Since Dispenser/Dropper/Hopper use their own screen classes rather than the vanilla chest screen, they fell through and got this treatment despite being completely vanilla. They are now correctly excluded and ignored entirely.
Version: 1.6.1 Author: Zefryxis
1.6.0-26.2Релиз26.2 · 12 июля 2026 г.
Inventory Organizer 1.6.0 — Changelog
A UX and reliability pass: the mod can now start dead simple and grow with you, sorting defaults got a research-backed tune-up, and a long-standing Bundle Profiles bug that made profiles match almost anything is fixed for good.
🎚️ Three complexity modes: Simple / Advanced / Expert
- New global setting controlling how much of the config is exposed at once:
- Simple — only slot rules, bundles and basic toggles. Sorting and groups run on sensible built-in defaults. The easiest way to get started.
- Advanced — adds custom groups and slot-tier (Ranks) editing. You decide what goes where; deep sort tuning stays on defaults.
- Expert — everything is customizable, the full experience as before.
- First-launch picker: new installs are asked which mode to start in (Simple recommended), with a short explanation of each.
- Switch anytime from Special Settings, behind a confirmation dialog that explains what each level unlocks. Lowering the level only hides the advanced options — nothing is ever deleted, and everything reappears the moment you raise it again.
🎯 Research-backed sorting defaults
- Enchantment priority reordered using community consensus on enchant value (Mending/Unbreaking first, situational picks after, curses last).
fire_protection— the weakest of the protection enchants — was additionally demoted to just above the curses. - Copper fixed in material ordering. Copper tools/armor used to fall back to "unranked/last" until you opened the Ranks screen once; the runtime default order now includes copper (right after Iron) everywhere.
- These defaults are applied to existing configs too, not just fresh installs — no action needed.
🧺 Bundle Profiles — actually work now
This is the headline fix. Bundle Profiles looked configured but silently didn't behave as expected; both root causes are fixed:
- Critical matching bug fixed: saving a bundle profile used to write a literal
"any"rule into every untouched slot of the profile editor grid. Since"any"means "matches everything," a profile with just one real rule (e.g. "Pickaxe only") would also silently accept anything else — which is why a "Pickaxes" bundle could end up collecting a trident. Only the rules you actually set are saved now, and existing profiles are cleaned up automatically on load. - Empty bundles can now be claimed by a profile. Previously, a bundle profile could only recognize a bundle that already had at least one matching item inside it — a brand-new, empty bundle would never start filling. Profiles are now also assigned to empty bundles (in profile order) so a fresh bundle starts working immediately.
- An unconfigured (empty) profile no longer claims a bundle. If you haven't set any rules on a profile yet, it's skipped entirely — it won't grab a bundle and eject items that don't match nothing.
- Removed the old default "Bundle" storage preset (the third tab under Storage) — it was a leftover, non-functional mechanism from before Bundle Profiles existed. Bundle filling is now driven exclusively by the real Bundle Profiles feature.
🖥️ UI fixes and polish
- Fixed the Storage tab selection highlight landing on the wrong tab — the indicator's position math had drifted out of sync after the Bundle Profiles button was added and was never updated to match.
- Dialogs now defensively size themselves to the player's actual GUI Scale and window size, so warning/confirm boxes and the mode-picker never overflow the screen or overlap their own buttons, even at small resolutions or high GUI Scale.
- Slightly larger text at GUI Scale 3–4 (a subtle, capped +2%/+4% bump) for readability — layout and click areas are unaffected, only the glyphs grow.
- Filled in 7 previously untranslated strings (Bundle Profiles screen, Switch setup title) that had silently fallen back to English in 8 of the 9 supported languages.
📖 Localization
- All new UI text (complexity modes, onboarding, mode-switch confirmation) is fully localized in all 9 supported languages: English, German, Spanish, French, Hungarian, Japanese, Portuguese (BR), Russian, Chinese (Simplified).
⏸️ A quick note on what's next
With 1.6.0, Inventory Organizer is in a good, stable place. We're going to slow down InOr development for a while — not because it's finished, but because we're turning our attention to building a couple of other mods alongside it. The plan is to eventually bring them together into a single, optional bundle, so you can grab everything in one place if you want to.
It means InOr updates will come less often for a bit, but it also means more (and more varied) content is coming your way down the line. Thanks for using the mod — see you in the next update!
1.5.4-26.2Релиз26.2 · 30 июня 2026 г.
Inventory Organizer 1.5.4 — Changelog
A reliability + performance pass: shulker boxes keep their profile identity through break/place, potion slot rules finally behave the way you'd expect, and the mod is noticeably lighter on weaker machines.
🧭 Version Support Policy
From here on we move forward with Minecraft 26.2 and up. Versions 26.1, 26.1.1 and 26.1.2 will no longer receive updates — only on community request.
The large code differences between Minecraft versions make it hard to keep updating all of them continuously. 26.1, 26.1.1 and 26.1.2 differed only very slightly, which is why we were able to maintain those three together — but we are now stepping up to 26.2.
📦 Shulker profiles survive break → pickup → place
- Every shulker with a profile now keeps a stable ID when you break it, carry it, and place it elsewhere — its per-shulker layout is no longer lost on pickup.
- Under the hood this uses a custom item component plus loot-table overrides for all 17 shulker colors, so the ID rides along on the item itself (MC 26.2's shulker loot table only copies a fixed whitelist of vanilla components, which is why custom data was being dropped before).
🧪 Potion slot rules
- A potion rule (e.g.
pot:fire_resistance) now matches all three bottle types — drinkable, splash and lingering — of that effect, instead of silently matching nothing. - Bottle-type preference in Ranks. Use Ranks → Potion Type Order to choose which bottle type wins when more than one is available.
- Fixed several related sorting bugs: the first placement pass now matches
pot:rules correctly; hotbar-to-hotbar potion moves no longer grab the wrong potion (the effect is verified, not just the item ID); and a potion sitting in an unruled hotbar slot can now be moved into a specific main-inventory rule slot.
⚡ Performance (lighter on weak machines)
- Auto-refill and trash/void scans are throttled to run a few times per second instead of every single client tick. Both already had their own action cooldowns, so responsiveness is unchanged — but the idle inventory scan that ran 20×/second is gone, which was the main continuous CPU drain.
- Fewer registry lookups during a sort. The item-ID lookup in the swap routines is now computed once per slot instead of two-to-three times, cutting redundant work on every sort.
- Color-variant matching is now O(1). Resolving an item's color family (wool, concrete, shulker box, bundle, …) used a nested scan over every color × family on each call; it's now a single precomputed lookup. Same results, far less work.
- Hoisted a string allocation out of the group-matching inner loop. Sorting results are byte-for-byte identical — only wasted work was removed.
📖 Guide & localization
- New guide section: "Potion slot rules", explaining the all-bottle-type matching and the Ranks bottle-type preference. Added in all 9 languages.
- Fixed broken quote characters in the German and Hungarian language files. A stray straight quote inside several translated strings made those files invalid JSON, which could cause the entire German/Hungarian guide to fall back to English. Both files now parse cleanly and render with proper typographic quotes.
1.5.3-26.2Релиз26.2 · 24 июня 2026 г.
Inventory Organizer 1.5.3 — Changelog
🔧 Bug Fixes & ✨ New Feature
🗃️ "Nothing" Slot Rule — Now Works Everywhere
The EMPTY_LOCKED (nothing) slot rule was being ignored in several situations. All of them are now fixed.
- Client-side chest OST: Items that land in a "nothing" slot are now correctly evicted. They are moved to the first free non-nothing slot in the chest; if the chest has no free non-nothing slot (e.g. all slots are set to "nothing"), the item is shift-clicked into the player's inventory instead.
- Warehouse sort (server-side): The warehouse engine now fully respects the "nothing" rule — it neither reads from nor writes to slots marked as nothing.
- Warehouse routing — wrong chest fix: Items could previously end up in the wrong chest (e.g. a pickaxe landing in an armor chest's
g:armorslot) when being evicted from a nothing-rule chest. The engine now checks that an empty slot's rule actually accepts the incoming item before placing it there.
🔁 Auto Tool Switch — Restore Puts Displaced Item in Its Proper Slot
Previously, when the auto-switch restored (e.g. you looked away from a block), the item that had been displaced from the switch slot was simply swapped back to wherever the tool came from. It now goes to its OI-proper slot (via findHome) — the same slot it would land in if you ran Inventory Organizer — both client-side and on servers.
🪄 Silk Touch Auto-Priority
When you look at a block that drops nothing without Silk Touch, the auto-switch now prefers a Silk Touch tool over the raw fastest tool. If you have no Silk Touch tool for that block type, the normal fastest-tool logic applies unchanged.
Blocks that trigger this (drops nothing without Silk Touch):
- Glass, Tinted Glass, Stained Glass, Glass Pane, Stained Glass Pane
- Ice, Packed Ice, Blue Ice
- Small / Medium / Large Amethyst Bud
- Sculk, Sculk Sensor, Sculk Catalyst, Sculk Shrieker, Sculk Vein
- Bee Nest
- Turtle Egg
You can add extra blocks via the switch_silk_touch_blocks config preference.
Version: 1.5.3 Platform: Modrinth (Fabric) — MC 26.1 / 26.1.1 / 26.1.2 / 26.2 Author: Zefryxis
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