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39

Add a Hidden Slot in the players inventory

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    Registered User commented
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    It would be definetly cool but you can always do cool stuff with datapacks by simply using effects and other commands.

    There could be not only one slot but many hidden slots. Like:
    /replaceitem[hslot=2] minecraft:ITEM
    Or
    /setitem[hslot=3] minecraft:ITEM

    It would definitely open a whole new path for datapack developers, or minecraft command experts.
    It would make ALOT of things WAAAAY easier.
    I really like your idea and I would have never thought of it.

  • 1
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    Video Squad Yeah I also thought it could be possible to add more than one but I just wanted to give a basic Idea and see what Mojang would do with it ^^

  • 0
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    I think that would help, because what if someone gets on your Minecraft world on your phone and give themselves all your stuff! But that wouldn’t get your most valuable thing!

  • 0
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    Claire934 I meant a Slot that you can't access without Commands. It should not be a Survival feature. And I also don't think it should be added on Bedrock because it couldn't be used there in data packs.

  • 0
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    That sounds cool but funny 😆 

  • 0
    Registered User commented
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    Since the only use for this "hidden slot" would be to add custom attribute modifiers, I think it would be better to just go ahead and add custom status effects to datapacks that would modify your attributes without having to go through the inventory first.

  • 0
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    Andre Chen I added that so you could add cool attributes etc. This is now possible using /attribute command. But as I said it would do a lot more. You could for example easily store nbt in those slots and use that to test for certain things.  

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    @Geradeso Lukas

    I get what you’re saying, but the purpose of an inventory slot is to store items so that they can easily be accessed by the player. If the slot is hidden then that defeats the main purpose. Of course, you could always do other things with an extra inventory slot, but they are already possible using the /attribute command and command storage (you can use the command storage to store NBT data), so I still don’t see a point to this additional slot.

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    Andre Chen

    I still don't think that you know what I mean. Command storage can store NBT and that's true. Command storage could also store NBT that is linked to a player. The reason why I want that slot is that I want to have a direct way to test for a mapmaker to test for NBT without having a weird Storage system that could have Problems while using it.

    A few examples (Slot -200b is the hidden slot):

    execute if data entity @s {Inventory:[{Slot:-200b,tag:{MyTag:1b}}]} run say hi

    data modify storage your:storage MyPath set from entity @s Inventory[{Slot:-200b}].tag.MyTag

    execute store result score @s my_score run data get entity @s Inventory[{Slot:-200b}].tag.MyTag

    This would be extremely useful.

  • 0
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    Geradeso Lukas

    I think I know what you mean now. Correct me if I'm wrong:

    What you want is to be able to store and read NBT data that is associated with a player (this rules out general command storage), and you decided that you wanted an extra hidden inventory slot so that you could store custom data in the "tag" tag of the item. 

    "The reason why I want that slot is that I want to have a direct way to test for a mapmaker to test for NBT without having a weird Storage system that could have Problems while using it." 

    However, this wouldn't work because you are unable to edit player NBT directly, and if you were, then why store it in the path Inventory[{Slot:-200b}].tag when you could just store it on the player directly? This whole "hidden slot" idea is a roundabout solution to what I recognize may be a genuine problem. I push that (instead of the "hidden slot" business) we expand /data to work with custom tags in the player entity just like we can have custom tags in items.

    One more thing: for the example you provided in the latest comment, you could just apply and test for MyTag (which I assume represents some property that the player has) as a scoreboard tag using /tag, /execute if data, and /data get. I know that there may be more complex types of information that you might want to store on a player, such as an array, and that is something I addressed in the previous paragraph.