--- title: ItemStacks and Inventories layout: default root: ../.. idx: 2.4 description: Manipulate InvRefs and ItemStacks redirect_from: - /en/chapters/inventories.html - /en/chapters/itemstacks.html - /en/inventories/inventories.html - /en/inventories/itemstacks.html --- ## Introduction In this chapter you will learn how to use and manipulate inventories, whether that be a player inventory, a node inventory, or a detached inventory. * [What are Item Stacks and Inventories?](#what-are-item-stacks-and-inventories) * [ItemStacks](#itemstacks) * [Inventory Locations](#inventory-locations) * [Lists](#lists) * [Size and Width](#size-and-width) * [Checking Contents](#checking-contents) * [Modifying Inventories and ItemStacks](#modifying-inventories-and-itemstacks) * [Adding to a List](#adding-to-a-list) * [Taking Items](#taking-items) * [Manipulating Stacks](#manipulating-stacks) * [Wear](#wear) * [Lua Tables](#lua-tables) ## What are ItemStacks and Inventories? An ItemStack is the data behind a single cell in an inventory. An *inventory* is a collection of *inventory lists*, each of which is a 2D grid of ItemStacks. Inventory lists are simply called *lists* in the context of inventories. The point of an inventory is to allow multiple grids when Players and Nodes only have at most one inventory in them. ## ItemStacks ItemStacks have three components to them. The item name may be the item name of a registered item, an alias, or an unknown item name. Unknown items are common when users uninstall mods, or when mods remove items without precautions, such as registering aliases. ```lua print(stack:get_name()) stack:set_name("default:dirt") if not stack:is_known() then print("Is an unknown item!") end ``` The count will always be 0 or greater. Through normal gameplay, the count should be no more than the maximum stack size of the item - `stack_max`. However, admin commands and buggy mods may result in stacks exceeding the maximum size. ```lua print(stack:get_stack_max()) ``` An ItemStack can be empty, in which case the count will be 0. ```lua print(stack:get_count()) stack:set_count(10) ``` ItemStacks can be constructed in multiple ways using the ItemStack function. ```lua ItemStack() -- name="", count=0 ItemStack("default:pick_stone") -- count=1 ItemStack("default:stone 30") ItemStack({ name = "default:wood", count = 10 }) ``` Item metadata is an unlimited key-value store for data about the item. Key-value means that you use a name (called the key) to access the data (called the value). Some keys have special meaning, such as `description` which is used to have a per-stack item description. This will be covered in more detail in the Metadata and Storage chapter. ## Inventory Locations An Inventory Location is where and how the inventory is stored. There are three types of inventory location: player, node, and detached. An inventory is directly tied to one and only one location - updating the inventory will cause it to update immediately. Node inventories are related to the position of a specific node, such as a chest. The node must be loaded, because it is stored in [node metadata](node_metadata.html). ```lua local inv = minetest.get_inventory({ type="node", pos={x=1, y=2, z=3} }) ``` The above obtains an *inventory reference*, commonly referred to as *InvRef*. Inventory references are used to manipulate an inventory. *Reference* means that the data isn't actually stored inside that object, but the object instead directly updates the data in-place. Player inventories can be obtained similarly or using a player reference. The player must be online to access their inventory. ```lua local inv = minetest.get_inventory({ type="player", name="player1" }) -- or local inv = player:get_inventory() ``` A detached inventory is one which is independent of players or nodes. Detached inventories also don't save over a restart. Detached inventories need to be created before they can be used - this will be covered later. ```lua local inv = minetest.get_inventory({ type="detached", name="inventory_name" }) ``` The location of an inventory reference can be found like so: ```lua local location = inv:get_location() ``` ## Lists Inventory Lists are a concept used to allow multiple grids to be stored inside a single location. This is especially useful for the player as there are a number of common lists which all games have, such as the *main* inventory and *craft* slots. ### Size and Width Lists have a size, which is the total number of cells in the grid, and a width, which is only used within the engine. The list width is not used when drawing the inventory in a window, because the code behind the window determines the width to use. ```lua if inv:set_size("main", 32) then inv:set_width("main", 8) print("size: " .. inv.get_size("main")) print("width: " .. inv:get_width("main")) else print("Error! Invalid itemname or size to set_size()") end ``` `set_size` will fail and return false if the listname or size is invalid. For example, the new size may be too small to fit all the current items in the inventory. ### Checking Contents `is_empty` can be used to see if a list contains any items: ```lua if inv:is_empty("main") then print("The list is empty!") end ``` `contains_item` can be used to see if a list contains a specific item. ## Modifying Inventories and ItemStacks ### Adding to a List To add items to a list named `"main"` while respecting maximum stack sizes: ```lua local stack = ItemStack("default:stone 99") local leftover = inv:add_item("main", stack) if leftover:get_count() > 0 then print("Inventory is full! " .. leftover:get_count() .. " items weren't added") end ``` ### Taking Items To remove items from a list: ```lua local taken = inv:remove_item("main", stack) print("Took " .. taken:get_count()) ``` ### Manipulating Stacks You can modify individual stacks by first getting them: ```lua local stack = inv:get_stack(listname, 0) ``` Then modifying them by setting properties or by using the methods which respect `stack_size`: ```lua local stack = ItemStack("default:stone 50") local to_add = ItemStack("default:stone 100") local leftover = stack:add_item(to_add) local taken = stack:take_item(19) print("Could not add" .. leftover:get_count() .. " of the items.") -- ^ will be 51 print("Have " .. stack:get_count() .. " items") -- ^ will be 80 -- min(50+100, stack_max) - 19 = 80 -- where stack_max = 99 ``` `add_item` will add items to an ItemStack and return any that could not be added. `take_item` will take up to the number of items but may take less, and returns the stack taken. Finally, set the item stack: ```lua inv:set_stack(listname, 0, stack) ``` ## Wear Tools can have wear; wear shows a progress bar and makes the tool break when completely worn. Wear is a number out of 65535; the higher it is, the more worn the tool is. Wear can be manipulated using `add_wear()`, `get_wear()`, and `set_wear(wear)`. ```lua local stack = ItemStack("default:pick_mese") local max_uses = 10 -- This is done automatically when you use a tool that digs things -- It increases the wear of an item by one use. stack:add_wear(65535 / (max_uses - 1)) ``` When digging a node, the amount of wear a tool gets may depends on the node being dug. So max_uses varies depending on what is being dug. ## Lua Tables ItemStacks and Inventories can be converted to and from tables. This is useful for copying and bulk operations. ```lua -- Entire inventory local data = inv1:get_lists() inv2:set_lists(data) -- One list local listdata = inv1:get_list("main") inv2:set_list("main", listdata) ``` The table of lists returned by `get_lists()` will be in this form: ```lua { list_one = { ItemStack, ItemStack, ItemStack, ItemStack, -- inv:get_size("list_one") elements }, list_two = { ItemStack, ItemStack, ItemStack, ItemStack, -- inv:get_size("list_two") elements } } ``` `get_list()` will return a single list as just a list of ItemStacks. One important thing to note is that the set methods above don't change the size of the lists. This means that you can clear a list by setting it to an empty table and it won't decrease in size: ```lua inv:set_list("main", {}) ```