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Version: 1.20.x

Capabilities

Capabilities allow exposing features in a dynamic and flexible way without having to resort to directly implementing many interfaces.

In general terms, each capability provides a feature in the form of an interface.

Forge adds capability support to BlockEntities, Entities, ItemStacks, Levels, and LevelChunks, which can be exposed either by attaching them through an event or by overriding the capability methods in your own implementations of the objects. This will be explained in more detail in the following sections.

Forge-provided Capabilities

Forge provides three capabilities: IItemHandler, IFluidHandler and IEnergyStorage

IItemHandler exposes an interface for handling inventory slots. It can be applied to BlockEntities (chests, machines, etc.), Entities (extra player slots, mob/creature inventories/bags), or ItemStacks (portable backpacks and such). It replaces the old Container and WorldlyContainer with an automation-friendly system.

IFluidHandler exposes an interface for handling fluid inventories. It can also be applied to BlockEntities, Entities, or ItemStacks.

IEnergyStorage exposes an interface for handling energy containers. It can be applied to BlockEntities, Entities, or ItemStacks. It is based on the RedstoneFlux API by TeamCoFH.

Using an Existing Capability

As mentioned earlier, BlockEntities, Entities, and ItemStacks implement the capability provider feature through the ICapabilityProvider interface. This interface adds the method #getCapability, which can be used to query the capabilities present in the associated provider objects.

In order to obtain a capability, you will need to refer it by its unique instance. In the case of the IItemHandler, this capability is primarily stored in ForgeCapabilities#ITEM_HANDLER, but it is possible to get other instance references by using CapabilityManager#get

public static final Capability<IItemHandler> ITEM_HANDLER = CapabilityManager.get(new CapabilityToken<>(){});

When called, CapabilityManager#get provides a non-null capability for your associated type. The anonymous CapabilityToken allows Forge to keep a soft dependency system while still having the necessary generic information to get the correct capability.

danger

Even if you have a non-null capability available to you at all times, it does not mean the capability itself is usable or registered yet. This can be checked via Capability#isRegistered.

The #getCapability method has a second parameter, of type Direction, which can be used to request the specific instance for that one face. If passed null, it can be assumed that the request comes either from within the block or from some place where the side has no meaning, such as a different dimension. In this case a general capability instance that does not care about sides will be requested instead. The return type of #getCapability will correspond to a LazyOptional of the type declared in the capability passed to the method. For the Item Handler capability, this is LazyOptional<IItemHandler>. If the capability is not available for a particular provider, it will return an empty LazyOptional instead.

Exposing a Capability

In order to expose a capability, you will first need an instance of the underlying capability type. Note that you should assign a separate instance to each object that keeps the capability, since the capability will most probably be tied to the containing object.

In the case of IItemHandler, the default implementation uses the ItemStackHandler class, which has an optional argument in the constructor, to specify a number of slots. However, relying on the existence of these default implementations should be avoided, as the purpose of the capability system is to prevent loading errors in contexts where the capability is not present, so instantiation should be protected behind a check testing if the capability has been registered (see the remarks about CapabilityManager#get in the previous section).

Once you have your own instance of the capability interface, you will want to notify users of the capability system that you expose this capability and provide a LazyOptional of the interface reference. This is done by overriding the #getCapability method, and comparing the capability instance with the capability you are exposing. If your machine has different slots based on which side is being queried, you can test this with the side parameter. For Entities and ItemStacks, this parameter can be ignored, but it is still possible to have side as a context, such as different armor slots on a player (Direction#UP exposing the player's helmet slot), or about the surrounding blocks in the inventory (Direction#WEST exposing the input slot of a furnace). Do not forget to fall back to super, otherwise existing attached capabilities will stop working.

Capabilities must be invalidated at the end of the provider's lifecycle via LazyOptional#invalidate. For owned BlockEntities and Entities, the LazyOptional can be invalidated within #invalidateCaps. For non-owned providers, a runnable supplying the invalidation should be passed into AttachCapabilitiesEvent#addListener.

// Somewhere in your BlockEntity subclass
LazyOptional<IItemHandler> inventoryHandlerLazyOptional;

// Supplied instance (e.g. () -> inventoryHandler)
// Ensure laziness as initialization should only happen when needed
inventoryHandlerLazyOptional = LazyOptional.of(inventoryHandlerSupplier);

@Override
public <T> LazyOptional<T> getCapability(Capability<T> cap, Direction side) {
if (cap == ForgeCapabilities.ITEM_HANDLER) {
return inventoryHandlerLazyOptional.cast();
}
return super.getCapability(cap, side);
}

@Override
public void invalidateCaps() {
super.invalidateCaps();
inventoryHandlerLazyOptional.invalidate();
}
tip

If only one capability is exposed on a given object, you can use Capability#orEmpty as an alternative to the if/else statement.

@Override
public <T> LazyOptional<T> getCapability(Capability<T> cap, Direction side) {
return ForgeCapabilities.ITEM_HANDLER.orEmpty(cap, inventoryHandlerLazyOptional);
}

Items are a special case since their capability providers are stored on an ItemStack. Instead, a provider should be attached through Item#initCapabilities. This should hold your capabilities for the lifecycle of the stack.

It is strongly suggested that direct checks in code are used to test for capabilities instead of attempting to rely on maps or other data structures, since capability tests can be done by many objects every tick, and they need to be as fast as possible in order to avoid slowing down the game.

Attaching Capabilities

As mentioned, attaching capabilities to existing providers, Levels, and LevelChunks can be done using AttachCapabilitiesEvent. The same event is used for all objects that can provide capabilities. AttachCapabilitiesEvent has 5 valid generic types providing the following events:

  • AttachCapabilitiesEvent<Entity>: Fires only for entities.
  • AttachCapabilitiesEvent<BlockEntity>: Fires only for block entities.
  • AttachCapabilitiesEvent<ItemStack>: Fires only for item stacks.
  • AttachCapabilitiesEvent<Level>: Fires only for levels.
  • AttachCapabilitiesEvent<LevelChunk>: Fires only for level chunks.

The generic type cannot be more specific than the above types. For example: If you want to attach capabilities to Player, you have to subscribe to the AttachCapabilitiesEvent<Entity>, and then determine that the provided object is an Player before attaching the capability.

In all cases, the event has a method #addCapability which can be used to attach capabilities to the target object. Instead of adding capabilities themselves to the list, you add capability providers, which have the chance to return capabilities only from certain sides. While the provider only needs to implement ICapabilityProvider, if the capability needs to store data persistently, it is possible to implement ICapabilitySerializable<T extends Tag> which, on top of returning the capabilities, will provide tag save/load functions.

For information on how to implement ICapabilityProvider, refer to the Exposing a Capability section.

Creating Your Own Capability

A capability can be registered using one of two ways: RegisterCapabilitiesEvent or @AutoRegisterCapability.

RegisterCapabilitiesEvent

A capability can be registered using RegisterCapabilitiesEvent by supplying the class of the capability type to the #register method. The event is handled on the mod event bus.

@SubscribeEvent
public void registerCaps(RegisterCapabilitiesEvent event) {
event.register(IExampleCapability.class);
}

@AutoRegisterCapability

A capability is registered using @AutoRegisterCapability by annotating the capability type.

@AutoRegisterCapability
public interface IExampleCapability {
// ...
}

Persisting LevelChunk and BlockEntity capabilities

Unlike Levels, Entities, and ItemStacks, LevelChunks and BlockEntities are only written to disk when they have been marked as dirty. A capability implementation with persistent state for a LevelChunk or a BlockEntity should therefore ensure that whenever its state changes, its owner is marked as dirty.

ItemStackHandler, commonly used for inventories in BlockEntities, has an overridable method void onContentsChanged(int slot) designed to be used to mark the BlockEntity as dirty.

public class MyBlockEntity extends BlockEntity {

private final IItemHandler inventory = new ItemStackHandler(...) {
@Override
protected void onContentsChanged(int slot) {
super.onContentsChanged(slot);
setChanged();
}
}

// ...
}

Synchronizing Data with Clients

By default, capability data is not sent to clients. In order to change this, the mods have to manage their own synchronization code using packets.

There are three different situations in which you may want to send synchronization packets, all of them optional:

  1. When the entity spawns in the level, or the block is placed, you may want to share the initialization-assigned values with the clients.
  2. When the stored data changes, you may want to notify some or all of the watching clients.
  3. When a new client starts viewing the entity or block, you may want to notify it of the existing data.

Refer to the Networking page for more information on implementing network packets.

Persisting across Player Deaths

By default, the capability data does not persist on death. In order to change this, the data has to be manually copied when the player entity is cloned during the respawn process.

This can be done via PlayerEvent$Clone by reading the data from the original entity and assigning it to the new entity. In this event, the #isWasDeath method can be used to distinguish between respawning after death and returning from the End. This is important because the data will already exist when returning from the End, so care has to be taken to not duplicate values in this case.