ItemFlow

Inventory automation, remembered storage, and recipe-chain crafting in one compact interface.

Choose an item, select your sources, and let ItemFlow handle the repeated work. Process exact portions with your own chat message or command, refill from nearby storage, or craft a target item through its intermediate recipes. Save your setup as a preset and start it again with a hotkey.

Installation

  1. Use Minecraft 26.2 with Fabric Loader 0.19.5 or newer and Fabric API for the same Minecraft version.
  2. Place itemflow-0.1.0+26.2.jar in that profile’s mods folder. Install only one ItemFlow version at a time.
  3. Enter a world or server and press Ctrl + J to open ItemFlow.

A separate 26.3 experimental build is available. It requires matching Fabric API. Native client startup is inconsistent on the local test machine, including vanilla startup; 26.3 should not be treated as equally validated as 26.2.

Default hotkeys

  • Open the ItemFlow menu: Ctrl + J
  • Mark or unmark the container you are looking at: Ctrl + K
  • Pause or resume the current task: Ctrl + P
  • Stop the current task: Ctrl + End

Change these bindings in the Keys tab. Click a binding and press the new combination. Press Backspace to clear it, or Escape to cancel capture. Other mods may already use these defaults, so check your own setup.

Each saved preset has its own Set Hotkey button. Duplicate preset bindings, or preset bindings that overlap ItemFlow’s menu, marking, pause, or stop controls, display a warning. Conflicting preset hotkeys do not start an ambiguous task; you can still start the preset manually or change its binding.

Opening a menu does not pause an active task. ItemFlow continues behind its own menu and Minecraft’s pause/options screens. During an active, unpaused task, the integrated singleplayer server keeps ticking. Use the explicit pause or stop control to interrupt automation. Stopping or explicitly pausing restores normal Minecraft menu pausing.

Workflow: process items with your own text

  1. Open the Workflow tab.
  2. Search by item name or registry ID, or select an icon in the scrollable grid. Hover for the item name. Item icons are rendered by Minecraft, including resource-pack visuals; the list comes from the running game’s item registry.
  3. Choose a source: Inventory only, Inventory + marked containers, or Inventory + remembered storage.
  4. Set the portion size, choose the hotbar slot, and enter your chat text.
  5. Press Start. The menu closes and the run begins.

ItemFlow assembles exactly the selected portion in your hand and sends the text you entered. A leading / sends it as a command. The text is preserved without translation, placeholders, or generated changes.

Your server’s command or chat handler must consume the selected hand portion. ItemFlow does not provide a sell command or economy of its own. It waits for a server inventory update showing an empty hand slot and the matching reduction in item count before continuing. If consumption is not confirmed within five seconds, it pauses instead of repeatedly sending the text.

When more items are needed, ItemFlow walks to a suitable remembered or marked source, opens it, checks the actual contents, and takes as much as the inventory can hold. It then processes those items and returns for more. Other items are preserved. Unreachable sources are skipped and marked in the storage list.

Only complete portions are processed. With 70 items and a portion of 32, two portions are processed and 6 items remain. Non-stackable items such as shulker boxes use a portion of one. The run finishes silently when no full portion can be assembled from the selected sources; it does not wait forever for new stock.

Run overlay

After starting, a compact overlay shows:

  • Current state and the actual configured Stop combination.
  • Sent: chat messages or commands actually dispatched.
  • Confirmed: portions whose consumption was reported through server inventory updates. This is inventory confirmation, not a generic guarantee that a command achieved every intended effect.
  • Inventory: the remaining count of the selected item in your player inventory, excluding remote containers and crafting slots.
  • Active time: elapsed task runtime, excluding explicit pauses. It keeps counting while the task continues behind menus.

Crafting runs show crafted output instead of message counters. Counts and time reset for a new task and survive pause/resume. The overlay normally sits at the upper right and moves below Minecraft notifications.

Auto-Crafting

Open Crafting, choose a craftable target, then enter a target quantity or select Maximum to use as many available ingredients as possible. Select the same inventory/storage source options used by workflows.

The planner uses existing intermediate items first and creates missing ones through recipe chains. For example, it can turn logs → planks → chests, or logs → planks → sticks. Where the selected recipe accepts alternatives, material controls allow any permitted variant or a specific material.

A preview shows the feasible output and recipe steps. Choose your inventory or a marked container as the output destination. For a 3×3 recipe, ItemFlow searches for an existing crafting table within twelve blocks and navigates to it. If a fixed target lacks materials, it pauses; Maximum finishes when the selected stock cannot produce more.

Recipe outputs come in fixed batches. A target that is not divisible by the recipe’s output size rounds up to a complete recipe operation. This differs from processing portions, whose smaller remainder is left untouched.

Normal shaped and shapeless inventory/crafting-table recipes are supported. Recipe displays supplied by the server take priority; local standard recipe files help discover recipes that have not yet been unlocked. The actual crafting result is checked before extraction. Dynamic component-dependent special recipes and server recipes that the client has not received are not fully supported. Furnaces, brewing stands, smithing tables, and stonecutters are outside the current automation scope.

Presets

Save your current setup in Presets. A preset retains its item, source, message, portion or crafting target, material rules, and output destination. Start it manually, edit it through its name or Edit, delete it, or assign a hotkey from the same row.

All five tabs—Workflow, Crafting, Presets, Storage, Keys—share the same window size. The translucent interface scales to the game window; item grids and longer lists scroll internally. White line icons identify tabs and run controls.

Remembered storage

Chests, barrels, and shulker boxes are remembered when opened. Inventory updates replace the previous snapshot, including an empty snapshot after you remove everything. Double chests are treated as one container. Ender chests are excluded from shared storage history.

History is the last observed content, not a live view into closed storage. Changes made outside the client’s observation become known when the container is opened again. ItemFlow checks contents before taking items. Confirmed removed or replaced containers are forgotten; unloaded chunks alone do not delete entries.

History is stored locally per world/server under config/itemflow in compact compressed files. It stores positions, dimensions, item totals, markings, and observation times, with no copied icons or growing event log. History is capped at 4096 containers, with older unmarked entries evicted when necessary.

Navigation and language

Navigation searches loaded chunks, routes around ordinary obstacles, and smooths camera rotation. It does not mine or place blocks. Swimming, ladders, portals, complex parkour, and arbitrary unusual collision geometry are not implemented.

The interface follows the Minecraft client’s language. English, German, Arabic, Simplified Chinese, and Traditional Chinese are included, with English fallback for other languages. Item names and icons come from Minecraft. Custom mod text is not automatically translated into every language.

Current validation

This is a local 0.1.0 test build. Minecraft 26.2 is checked in an isolated game environment for inventory processing, partial-stack remainders, obstacle navigation, storage refill, recursive crafting, output storage, consumption timeouts, counters, and stopping. The 26.3 build is experimental. No real-server sale run or public release is part of this validation.

ItemFlow Team

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